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Author Topic: Mini-Set Design Contest, Challenge #18: Reaction Card!  (Read 42162 times)

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rinkworks

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Mini-Set Design Contest, Challenge #18: Reaction Card!
« on: September 20, 2012, 02:26:36 pm »
+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 Thursday, September 27, at 10am EDT.

--

Challenge #17 - Reaction Card

Objective: Create a card that has the "Reaction" type.  The card may have other types as well.  The card text must clearly specify the event or events that may activate the reaction card and what the reaction card does when activated.

The trigger event for the Reaction may not be an event that already exists on an official card that is NOT a Reaction.  For example, since Nomad Camp is not a Reaction card, you may not submit a Reaction card with the trigger event "When you gain this...."

Although there are no other restrictions in the rules for this challenge what the event(s) might be, some possible trigger events can introduce practical problems playing them out, so keep this in mind if you choose an event that isn't already used by one of the official Reaction cards.  For reference, here are the various trigger events used by the official Reaction cards:

* When another player plays an Attack card...
* When you gain a card...
* When you would gain a card...
* When you buy a Victory card...
* When another player gains a Province...
* When you discard this other than during a Clean-up phase...
* When one of your cards is trashed...

Official Examples: Moat, Secret Chamber, Watchtower, Horse Traders, Fool's Gold, Trader, Tunnel, Beggar, and Market Square.

Official Non-Examples: Non-Reaction cards with on-buy, on-gain, on-trash, while-in-play, or other similar event-based behavior.  Examples include Lighthouse, Nomad Camp, Border Village, Mint, Cultist, and many others.  These cards are not eligible, because they do not have the Reaction type, and nor would they be eligible if they were given the Reaction type but left otherwise unchanged.

--

The Ballot
The Results
« Last Edit: October 09, 2012, 11:37:09 am by rinkworks »
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eHalcyon

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #1 on: September 20, 2012, 03:23:32 pm »
0

Along with "when you gain this", you should probably also count out "when you trash this".  And there probably isn't a good way to make "when you would trash this" either.
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rinkworks

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #2 on: September 20, 2012, 03:53:49 pm »
0

Along with "when you gain this", you should probably also count out "when you trash this".  And there probably isn't a good way to make "when you would trash this" either.

"When you gain this" is just an example.  The full list of exclusions is anything that triggers an official card that is not a Reaction card.

On another note, it occurred to me when writing this that "Tunnel" didn't need to be a Reaction card.  Why does "When you discard this other than during Clean-up..." require a Reaction type to work, when "When you gain this" and "When you trash this" and so forth do not?

I can see if Tunnel reacted to discarding other cards.  Then it would be to discarding like Watchtower and Market Square are to gaining and trashing.  But since it only triggers on itself, is the Reaction type really necessary?
« Last Edit: September 20, 2012, 03:56:38 pm by rinkworks »
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Robz888

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #3 on: September 20, 2012, 03:57:31 pm »
+4

Cersei Lannister
Action--Reaction
$5

When you play the Game of Thrones, reveal this. You win or you die.
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eHalcyon

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #4 on: September 20, 2012, 04:05:02 pm »
0

Along with "when you gain this", you should probably also count out "when you trash this".  And there probably isn't a good way to make "when you would trash this" either.

"When you gain this" is just an example.  The full list of exclusions is anything that triggers an official card that is not a Reaction card.

On another note, it occurred to me when writing this that "Tunnel" didn't need to be a Reaction card.  Why does "When you discard this other than during Clean-up..." require a Reaction type to work, when "When you gain this" and "When you trash this" and so forth do not?

I can see if Tunnel reacted to discarding other cards.  Then it would be to discarding like Watchtower and Market Square are to gaining and trashing.  But since it only triggers on itself, is the Reaction type really necessary?

That was more of a note for contest entrants. :)

Interesting thought on Tunnel, hm...
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Fragasnap

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #5 on: September 20, 2012, 04:22:23 pm »
+1

On another note, it occurred to me when writing this that "Tunnel" didn't need to be a Reaction card.  Why does "When you discard this other than during Clean-up..." require a Reaction type to work, when "When you gain this" and "When you trash this" and so forth do not?
Gaining and trashing cards are public knowledge. When I play Cellar, I only have to show you that I'm discarding 4 cards, not what those cards are. As such, Tunnel needs to react to its own discard in order to become public knowledge for the purpose of its effect.
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rinkworks

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #6 on: September 20, 2012, 10:38:05 pm »
0

On another note, it occurred to me when writing this that "Tunnel" didn't need to be a Reaction card.  Why does "When you discard this other than during Clean-up..." require a Reaction type to work, when "When you gain this" and "When you trash this" and so forth do not?
Gaining and trashing cards are public knowledge. When I play Cellar, I only have to show you that I'm discarding 4 cards, not what those cards are. As such, Tunnel needs to react to its own discard in order to become public knowledge for the purpose of its effect.

Does it, though?  I certainly see the problem with "When you discard this, you may gain a Gold."  But what about "When you discard this, you may reveal it.  If you do, gain a Gold." ?  That's basically what Tunnel says anyway (the clean-up clause removed).  If Tunnel lost the type but kept that text, what really breaks?

I guess what I'm getting at is that cards can have event triggers with or without the Reaction type, and when the event triggers the card says what to do.  The Reaction type, save for Tunnel, doesn't seem to have a functional purpose -- it's merely there as an indicator to players that the card can do something when something else is going on (when another player plays an attack, etc).  But save for Tunnel, all the cards with event triggers that concern something happening to that actual card lack the Reaction type, while all the other Reaction cards trigger off other things happening to other cards.

I mean, I'm prepared to concede that that's probably the reason Tunnel got its Reaction type.  I'm just unconvinced of the necessity or the consistency.  I don't see anything special about "When you discard this..." except for the lack of accountability, and that can be circumvented in the text itself ("reveal it") just as accountability is enforced in numerous other ways, like in Cutpurse and Menagerie and Shanty Town and so on.
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AJD

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #7 on: September 21, 2012, 01:53:28 am »
+3

On another note, it occurred to me when writing this that "Tunnel" didn't need to be a Reaction card.  Why does "When you discard this other than during Clean-up..." require a Reaction type to work, when "When you gain this" and "When you trash this" and so forth do not?
Gaining and trashing cards are public knowledge. When I play Cellar, I only have to show you that I'm discarding 4 cards, not what those cards are. As such, Tunnel needs to react to its own discard in order to become public knowledge for the purpose of its effect.

Does it, though?  I certainly see the problem with "When you discard this, you may gain a Gold."  But what about "When you discard this, you may reveal it.  If you do, gain a Gold." ?  That's basically what Tunnel says anyway (the clean-up clause removed).  If Tunnel lost the type but kept that text, what really breaks?

I mean, nothing; but the same is true of any other Reaction. If Moat had the exact same text it does now except it didn't say "Reaction" on the bottom, nothing would be any different.

The common thread uniting Reaction cards is that they're all cards that you can reveal under some circumstances from somewhere they wouldn't ordinarily be revealed (hand or discard pile), and if you do something happens. This is no different for Tunnel than it is for any other Reaction.
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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #8 on: September 21, 2012, 04:25:39 am »
+1

I think the Reaction type has two purposes.
1) Making the card blue as a visual reminder that you have to be more careful in another player's turn because you might be able to reveal this. This is mainly for "When another player plays an Attack card..." and "When another player gains a Province...". I think DXV stated that in a thread which I'm to lazy to search for.
2) Effects that occur, but aren't public knowledge, need to let you reveal the reaction card. So you can't play Cellar, discard your hand and just gain 2 Golds. Your opponents want the prove that you have

Davio

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #9 on: September 21, 2012, 06:46:22 am »
0

One of my famous "5 minute cards" has to win one some day. :)
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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #10 on: September 21, 2012, 07:16:14 am »
+2

IIRC, all Reaction cards besides Tunnel are revealed from your hand in response to some event. Additionally, IIRC every card that responds to an event but is not a Reaction is visible to all players when it responds to its event (on-trash, on-gain, while this is in play, discarded from play, start of Clean-up, etc.). So, I think the basis for being a Reaction card is that it may react to an event when it is not visible to all players. Tunnel fits this category since it may be discarded without showing others. I mean, you can show others if you want (I can't remember any rules saying you can't show other players every card you discard). I've always felt weird about Tunnel being Reaction type, but now that I think it through I think it makes sense.

I would recommend this as the rule for this Challenge: The Reaction portion of the card must react to an event when the card is not visible to all players.

I think this avoids all the edge-case Challenge rules that rinkworks posted to make sure on-trash, on-gain, etc. cards wouldn't be submitted.
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Davio

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #11 on: September 21, 2012, 07:21:31 am »
0

I think I read somewhere in the rules that you may discard your cards in any order you like and that you may intentionally hide cards beneath the top card. So you can make a small stack of discarded cards and only show what you want to show, e.g. an Estate.

This way, you can sneak something like a dead Moat in there and your opponent who is doubting between Sea Hag and some other card may choose the other card thinking you'll have Moat in your current hand.

This is why Tunnel is a reaction, well because of Tactician, Cellar and others where you discard multiple cards at once.

From the rules:
Quote
Although the player need not show the cards remaining in his hand to his opponents, since he places the cards in the Discard pile face-up, his opponents will always be able to see the top-most card of his Discard pile.

Reaction cards react to other events, not limited to the events they cause.

Another key aspect of Reaction cards: They are either able to react on other players' turns or are revealed from your hand. Even Market Square allows a player to react when an opponent plays a Swindler for instance.
« Last Edit: September 21, 2012, 07:30:15 am by Davio »
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GendoIkari

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #12 on: September 21, 2012, 07:52:54 am »
+1


On another note, it occurred to me when writing this that "Tunnel" didn't need to be a Reaction card.  Why does "When you discard this other than during Clean-up..." require a Reaction type to work, when "When you gain this" and "When you trash this" and so forth do not?

I can see if Tunnel reacted to discarding other cards.  Then it would be to discarding like Watchtower and Market Square are to gaining and trashing.  But since it only triggers on itself, is the Reaction type really necessary?

I believe I asked Donald that very question on here before... I can't find the post at the moment, but his answer had to do with the fact that the cards you discard aren't all visible to all players... you might discard 3 at once, and you need a special keyword like reaction to allow you to reveal that Tunnel that you discarded. With "when you trash this", everyone sees each card that you are trashing.

*Edit* Qvist remembered it better than I did. It did indeed have to do with the coloring. He wanted it to be blue so that you could be reminded to use it when you are attacked or when you choose to discard it amongst a bunch of other cards.
« Last Edit: September 21, 2012, 07:54:56 am by GendoIkari »
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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #13 on: September 21, 2012, 07:58:44 am »
0

I think I read somewhere in the rules that you may discard your cards in any order you like and that you may intentionally hide cards beneath the top card. So you can make a small stack of discarded cards and only show what you want to show, e.g. an Estate.

This way, you can sneak something like a dead Moat in there and your opponent who is doubting between Sea Hag and some other card may choose the other card thinking you'll have Moat in your current hand.

This is why Tunnel is a reaction, well because of Tactician, Cellar and others where you discard multiple cards at once.

From the rules:
Quote
Although the player need not show the cards remaining in his hand to his opponents, since he places the cards in the Discard pile face-up, his opponents will always be able to see the top-most card of his Discard pile.

Right, but I never said you couldn't hide cards if you discard more than one at a time. I put forth that as far as I know, there is no rule against showing your opponents every card that you discard.

Reaction cards react to other events, not limited to the events they cause.

Another key aspect of Reaction cards: They are either able to react on other players' turns or are revealed from your hand. Even Market Square allows a player to react when an opponent plays a Swindler for instance.

This isn't true for all Reaction cards. Hovel can only react on your turn, since you have to buy something and you can't do that on another player's turn. The remaining Reaction cards can all trigger on other players' turns, and in fact many of them only can. But, I don't think that it is strictly necessary to be able to react on other players' turns.
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Davio

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #14 on: September 21, 2012, 08:01:23 am »
0

That's why I included the "...or are revealed from your hand" bit.
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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #15 on: September 21, 2012, 08:06:39 am »
0

That's why I included the "...or are revealed from your hand" bit.

But, all Reactions besides Tunnel are revealed from your hand. So, saying

Quote from: Davio
They are either able to react on other players' turns or are revealed from your hand.

isn't any more informative than saying "They are either able to react to being discarded or are revealed from your hand." Which is just a less general way of saying what I said a few posts up:

The Reaction portion of the card must react to an event when the card is not visible to all players.
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Davio

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #16 on: September 21, 2012, 08:32:44 am »
+1

Okay, let's move on, all this nitpicking is so unnecessary, everybody knows what a Reaction is.
I'm very curious about the submissions for this one.
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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #17 on: September 21, 2012, 08:37:35 am »
0

Okay, let's move on, all this nitpicking is so unnecessary, everybody knows what a Reaction is.
I'm very curious about the submissions for this one.

Fair enough! Though I'm sure we'll get some submissions that I wouldn't call Reaction cards. But, we'll see!
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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #18 on: September 21, 2012, 08:45:16 am »
0

Okay, let's move on, all this nitpicking is so unnecessary, everybody knows what a Reaction is.
I'm very curious about the submissions for this one.

Fair enough! Though I'm sure we'll get some submissions that I wouldn't call Reaction cards. But, we'll see!
I think we can safely let the electorate decide on that.
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GendoIkari

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #19 on: September 21, 2012, 08:57:11 am »
0

I assume that "when you play this" doesn't count? ;D
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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #20 on: September 21, 2012, 09:51:52 am »
0

I assume that "when you play this" doesn't count? ;D

Smithy in disguise - Action/Reaction - $4
When you play this, you may reveal this. If you do, draw 3 cards.

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #21 on: September 21, 2012, 10:05:42 am »
+2

I would love to play something and not reveal it.

Could be a bluffing card.

Gamble - $1

Put a card from your hand facedown and name a card.
Play the facedown card as if it is the named card.

Your opponent may choose to reveal your card.
If it is the named card: He discards down to 3 cards.
If it is not: You discard down to 3 cards.

Other variations possible, but you get the gist.
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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #22 on: September 21, 2012, 10:17:51 am »
0

I would love to play something and not reveal it.

Could be a bluffing card.

Gamble - $1

Put a card from your hand facedown and name a card.
Play the facedown card as if it is the named card.

Your opponent may choose to reveal your card.
If it is the named card: He discards down to 3 cards.
If it is not: You discard down to 3 cards.

Other variations possible, but you get the gist.

I always hated that game.
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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #23 on: September 21, 2012, 10:31:39 am »
+1

I just wan to chime in on the whole "When is a card a Reaction" business:

Basically, a card is a reaction when it has a trigger that occurs in a hidden zone. Overgrown Estate isn't a reaction because it triggers in a public zone (the trash). Haggler isn't a reaction because it triggers in a public zone (in play). Hovel is a reaction because it triggers in a hidden zone (the hand). Tunnel is a reaction because it triggers in a hidden zone (the discard pile).

I'm pretty sure the only hidden zones in Dominion are the hand, the discard pile, and the deck. A legitimate reaction must trigger in one of these three zones. (And good luck with writing a reaction that triggers from the deck.)

Also, that Gamble doesn't even hurt you when your bluff is called -- you've already played two of your five cards; your hand size is already 3. I'll play my Estates as Platina all day.
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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #24 on: September 21, 2012, 10:35:58 am »
0

I would love to play something and not reveal it.

Could be a bluffing card.

Gamble - $1

Put a card from your hand facedown and name a card.
Play the facedown card as if it is the named card.

Your opponent may choose to reveal your card.
If it is the named card: He discards down to 3 cards.
If it is not: You discard down to 3 cards.

Other variations possible, but you get the gist.

Something almost exactly like this was posted as a fan card a while ago.
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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #25 on: September 21, 2012, 10:39:13 am »
0

I'm pretty sure the only hidden zones in Dominion are the hand, the discard pile, and the deck. A legitimate reaction must trigger in one of these three zones. (And good luck with writing a reaction that triggers from the deck.)

I think you could do something like "when you draw this", similar to what Magic did recently with Miracle costs. It could do something that makes it different than revealing from hand. (When you draw this, if your draw deck is empty, you may reveal and discard this. if you do, gain a Gold). Combos great with Pearl Diver!
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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #26 on: September 21, 2012, 11:15:19 am »
0

I think you could do something like "when you draw this", similar to what Magic did recently with Miracle costs. It could do something that makes it different than revealing from hand. (When you draw this, if your draw deck is empty, you may reveal and discard this. if you do, gain a Gold). Combos great with Pearl Diver!
I think that'd be revealed from your hand, for the same reason that Tunnel is revealed from your discard pile.

"When you put this card on the top or bottom of your deck..."  ???
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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #27 on: September 21, 2012, 11:47:09 am »
0

I think you could do something like "when you draw this", similar to what Magic did recently with Miracle costs. It could do something that makes it different than revealing from hand. (When you draw this, if your draw deck is empty, you may reveal and discard this. if you do, gain a Gold). Combos great with Pearl Diver!
I think that'd be revealed from your hand, for the same reason that Tunnel is revealed from your discard pile.

"When you put this card on the top or bottom of your deck..."  ???

You can't reveal it from hand, because once it's in your hand, you no longer have proof that it was the card you just drew. It would have to be revealed before it's actually added to your hand...
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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #28 on: September 21, 2012, 12:28:08 pm »
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You can't reveal it from hand, because once it's in your hand, you no longer have proof that it was the card you just drew. It would have to be revealed before it's actually added to your hand...
But you can't reveal it from your deck; when it's in your deck, you don't know what it is yet. And there isn't any zone between the deck and the hand...

I think this is probably a good argument against the idea altogether.
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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #29 on: September 21, 2012, 12:39:21 pm »
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You can't reveal it from hand, because once it's in your hand, you no longer have proof that it was the card you just drew. It would have to be revealed before it's actually added to your hand...
But you can't reveal it from your deck; when it's in your deck, you don't know what it is yet. And there isn't any zone between the deck and the hand...

I think this is probably a good argument against the idea altogether.

I dunno. I mean the specific card as worded is problematic because of it's extreme swingyness. But I don't see a problem with asking the player to reveal something after it leaves their deck and before it enters their hand. Magic does the exact same thing with Miracle cards. I just checked, the wording they use is "as you draw it."
Quote
You may reveal this card from your hand as you draw it if it's the first card you've drawn this turn. When you reveal this card this way, you may cast it by paying [cost] rather than its mana cost

As far as I know, they didn't need to include any other rules or explanations about what "as you draw it" means. So I think the same thing could certainly work for Dominion.
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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #30 on: September 21, 2012, 01:35:29 pm »
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If you have a "when you draw this" action, then you need to draw each card one at a time and check it before putting it in your hand, or else there are accountability issues.  I think it would work, but it would be annoying to play.
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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #31 on: September 21, 2012, 01:47:05 pm »
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I think it would be more annoying than fun.
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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #32 on: September 21, 2012, 01:59:29 pm »
+1

The existing Dominion cards that require any kind of preprocessing of drawn cards before they're added to your hand are worded in such a way as to remove any chance of an "oh, this card in my hand is one of the ones I just drew, honest!" ambiguity.  Library has an "as your draw them" clause, thereby requiring you to draw the cards one at a time.  Scout has you "reveal" the top cards of your deck as an explicit step prior to "add them to your hand."

The implication is that other kinds of draws do not and need not require more than a single step.  When Smithy says +3 Cards, I generally count out three cards and add them to my hand before I've even looked at them.  Sometimes, if someone plays a Council Room while I'm still reshuffling and dealing my next hand, I just deal myself six cards and completely lose track of which one was the sixth.

Having a "when you draw this" reaction card would necessitate slowing down the mechanical process of the game by removing shortcuts like this.  It's a similar problem as "When another player plays a card...."  Depending on the reaction effect, this could easily require people to play each card individually, wait to see if there's a reaction coming, then do the next card, and repeat -- instead of just laying all five Coppers down at once, or playing a Village/Smithy chain at full speed because it's not like anything can interrupt you.

That said, you might be able to have a "When you draw this" on a card with a unique back, like Stash.
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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #33 on: September 21, 2012, 02:17:21 pm »
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I dunno. I mean the specific card as worded is problematic because of it's extreme swingyness. But I don't see a problem with asking the player to reveal something after it leaves their deck and before it enters their hand. Magic does the exact same thing with Miracle cards. I just checked, the wording they use is "as you draw it."
Quote
You may reveal this card from your hand as you draw it if it's the first card you've drawn this turn. When you reveal this card this way, you may cast it by paying [cost] rather than its mana cost

As far as I know, they didn't need to include any other rules or explanations about what "as you draw it" means. So I think the same thing could certainly work for Dominion.

But you're not revealing it "after it leaves their deck and before it enters their hand". It's in the hand when it's revealed.

I don't dispute someone could make a balanced card with this mechanic; the original question was "how can someone make a card that reacts from the deck", and I don't think this qualifies. Personally.  :-X
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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #34 on: September 24, 2012, 11:31:57 pm »
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The Miracle mechanic from Magic triggers only if its the first card drawn that turn, which helps to keep players honest and let them know what to look for. In practice, it's still one of the least enjoyable mechanics I've ever played with in 14 years of playing Magic.

I was recently thinking of a card that triggers whenever it becomes revealed from your deck or your hand. As in, if you have it in your hand, and someone plays a Cutpurse with you having no Coppers to discard, this reaction would trigger upon you revealing your hand to Cutpurse. After a lot of thought, I couldn't call it a reaction because it doesn't required the actual reaction process. I just thought that was an interesting tidbit to stumble upon.

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #35 on: September 24, 2012, 11:36:08 pm »
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The Miracle mechanic from Magic triggers only if its the first card drawn that turn, which helps to keep players honest and let them know what to look for. In practice, it's still one of the least enjoyable mechanics I've ever played with in 14 years of playing Magic.

I was recently thinking of a card that triggers whenever it becomes revealed from your deck or your hand. As in, if you have it in your hand, and someone plays a Cutpurse with you having no Coppers to discard, this reaction would trigger upon you revealing your hand to Cutpurse. After a lot of thought, I couldn't call it a reaction because it doesn't required the actual reaction process. I just thought that was an interesting tidbit to stumble upon.

I think it's interesting and deserves a "reaction" typing, but happens too rarely.  Except maybe it doesn't?  Someone should make a list of things that cause cards to be revealed.  A few:

Cutpurse, Bureaucrat, Golem, Loan, Sage, Library, Hunting Party, Menagerie...
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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #36 on: September 25, 2012, 01:48:41 am »
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The Miracle mechanic from Magic triggers only if its the first card drawn that turn, which helps to keep players honest and let them know what to look for. In practice, it's still one of the least enjoyable mechanics I've ever played with in 14 years of playing Magic.

I was recently thinking of a card that triggers whenever it becomes revealed from your deck or your hand. As in, if you have it in your hand, and someone plays a Cutpurse with you having no Coppers to discard, this reaction would trigger upon you revealing your hand to Cutpurse. After a lot of thought, I couldn't call it a reaction because it doesn't required the actual reaction process. I just thought that was an interesting tidbit to stumble upon.

I think it's interesting and deserves a "reaction" typing, but happens too rarely.  Except maybe it doesn't?  Someone should make a list of things that cause cards to be revealed.  A few:

Cutpurse, Bureaucrat, Golem, Loan, Sage, Library, Hunting Party, Menagerie...

The reason I think it doesn't require the reaction type is that it always triggers from being revealed by something else, hence its never in a hidden place. I want it to be a reaction, but it doesn't seem to require it by the standard's we've set.

As for that list...

Quote from: cards that can trigger this hypothetical reaction
Bureaucrat
Spy
Thief
Adventurer

Shanty Town
Wishing Well
Ambassador
Cutpurse
Pirate Ship

Apothecary

Loan
Mint* (if it's also a Treasure)
Rabble
Venture

Fortune Teller
Menagerie
Farming Village
Young Witch* (if it costs $3 or less)
Harvest
Hunting Party

Crossroads
Oracle
Noble Brigand

Ironmonger
Knights
Mystic
Pillage
Poor House
Rebuild
Rogue
Sage
Vagrant
Wandering Mistrel

That's a hefty amount of cards. Dark Ages really chipped in. I might have done this for this round if I hadn't already discussed it openly.
« Last Edit: September 25, 2012, 02:31:33 am by Rush_Clasic »
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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #37 on: September 25, 2012, 09:00:46 am »
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I agree the proposed card wouldn't need to be a reaction. I think I'd probably make the proposed card also reveal cards from somewhere. Something like:

Action
Reveal your hand. +1 Action per Action card revealed.
--------
When you reveal this, +1 Card.
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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #38 on: September 25, 2012, 10:30:55 am »
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It's probably worth noting there is a big class of workable on-draw reactions where the timing issues don't matter, like "When you draw this during your Action phase, you may reveal this. If you do, +$1 and +1 Buy." If you're okay with ugly wording you can even have "If you do, set aside a Silver from the supply. At the beginning of your Cleanup phase, gain all these cards."

You can argue there's an accountability issue in some technical sense if you're drawing cards straight into your hand and mixing them around, but realistically it's no easier to cheat this way than by mixing a Tunnel from your hand into your Lookout draw. Maybe in tournaments they make you put your hand down when you play a Lookout, but probabl nobody will ever use this set in a tournament anyway.
« Last Edit: September 25, 2012, 10:32:41 am by WheresMyElephant »
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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #39 on: September 25, 2012, 10:43:26 am »
+2

You can argue there's an accountability issue in some technical sense if you're drawing cards straight into your hand and mixing them around, but realistically it's no easier to cheat this way than by mixing a Tunnel from your hand into your Lookout draw. Maybe in tournaments they make you put your hand down when you play a Lookout, but probabl nobody will ever use this set in a tournament anyway.

I have to disagree here.  When I draw cards from Lookout (or Cartographer, etc), they never ever join your hand, so you can't mix them up.  I don't put my hand down, but I hold the drawn cards between a separate pair of fingers.  It's crystal clear to anybody caring enough to watch what I'm doing with those cards.

When you draw cards with Smithy, they go directly into my hand before I even look at what they are, and indeed before I should have to look at what they are.  It's a completely different operation, both logically and according to the Dominion rules.

This is not to say people can't experiment with reactions like that and see how they work in practice.  I just don't believe it can work without changing the mechanics of how Dominion is played in a tedious, fiddly kind of way.
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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #40 on: September 25, 2012, 11:00:19 am »
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When you draw cards with Smithy, they go directly into my hand before I even look at what they are, and indeed before I should have to look at what they are.

(But note that it is the case, according to the rules, that when drawing multiple cards you may look at each card as you draw it before drawing the next; this matters when you need to reshuffle mid-draw and want to know what's in your hand already so you can decide where to place your Stashes.)
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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #41 on: September 25, 2012, 11:02:38 am »
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When you draw cards with Smithy, they go directly into my hand before I even look at what they are, and indeed before I should have to look at what they are.

(But note that it is the case, according to the rules, that when drawing multiple cards you may look at each card as you draw it before drawing the next; this matters when you need to reshuffle mid-draw and want to know what's in your hand already so you can decide where to place your Stashes.)

Correct, certainly.  But you don't have to -- my point is that a react-to-draw card would force people to slow down and do this every time they draw.
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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #42 on: September 25, 2012, 11:51:19 am »
+1

What about if, instead of being reveal on draw, something like "After you draw cards from your deck, you may reveal this." I know it's not really the same thing, but it gets rid of the problem of drawing one at a time.
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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #43 on: September 26, 2012, 07:20:32 am »
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I thought of a new "hidden zone" (besides hand, discard, and deck) that may allow for a legitimate reaction: "look at". Only a handful of official cards have you look at cards without revealing them to other players, but a reaction could self-synergize by having you look at cards and react to looking at cards. So, a card could be something like:

Billygoat
$4 - Action-Reaction
Look at the top 4 cards of your deck. Put one in your hand, discard any of the others, and put the rest back on top of your deck in any order.
--
When you look at this card from your deck, you may reveal it. If you do, discard it and gain a Silver in your hand.

I'm not saying this mechanic is that interesting, especially considering how few cards have you look at cards without revealing. But, it's another option!
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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #44 on: September 26, 2012, 09:04:13 am »
+1

Billygoat
$4 - Action-Reaction
Look at the top 4 cards of your deck. Put one in your hand, discard any of the others, and put the rest back on top of your deck in any order.
--
When you look at this card from your deck, you may reveal it. If you do, discard it and gain a Silver in your hand.
What happens when you play Lookout, and reveal and react with one of these? My guess would be that you resolve this reaction, then trash and discard for Lookout, and no card goes on top of your deck.
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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #45 on: September 26, 2012, 09:40:37 am »
0

Billygoat
$4 - Action-Reaction
Look at the top 4 cards of your deck. Put one in your hand, discard any of the others, and put the rest back on top of your deck in any order.
--
When you look at this card from your deck, you may reveal it. If you do, discard it and gain a Silver in your hand.
What happens when you play Lookout, and reveal and react with one of these? My guess would be that you resolve this reaction, then trash and discard for Lookout, and no card goes on top of your deck.

Agreed.  Though you got a Silver in hand instead, so it's hard to complain too much.  Unless you drew Billygoat/Province/Province...
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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #46 on: September 26, 2012, 10:22:05 am »
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Agreed.  Though you got a Silver in hand instead, so it's hard to complain too much.  Unless you drew Billygoat/Province/Province...
In which case you don't reveal, and then trash Billygoat, of course.
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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #47 on: September 26, 2012, 11:15:13 am »
0

Billygoat
$4 - Action-Reaction
Look at the top 4 cards of your deck. Put one in your hand, discard any of the others, and put the rest back on top of your deck in any order.
--
When you look at this card from your deck, you may reveal it. If you do, discard it and gain a Silver in your hand.
What happens when you play Lookout, and reveal and react with one of these? My guess would be that you resolve this reaction, then trash and discard for Lookout, and no card goes on top of your deck.

What if you could choose Billygoat to be trashed anyway? It was one of the three cards on top of the deck. My gut feeling is you can discard for the Silver, then choose it to trash, putting another card on top and one in your discard.
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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #48 on: September 26, 2012, 11:42:28 am »
+1

Billygoat
$4 - Action-Reaction
Look at the top 4 cards of your deck. Put one in your hand, discard any of the others, and put the rest back on top of your deck in any order.
--
When you look at this card from your deck, you may reveal it. If you do, discard it and gain a Silver in your hand.
What happens when you play Lookout, and reveal and react with one of these? My guess would be that you resolve this reaction, then trash and discard for Lookout, and no card goes on top of your deck.

What if you could choose Billygoat to be trashed anyway? It was one of the three cards on top of the deck. My gut feeling is you can discard for the Silver, then choose it to trash, putting another card on top and one in your discard.

I do believe that you can indeed choose Billygoat to be trashed; but it will not be trashed because of the lose track rule.

1. You look at the top 3 cards of your deck because you played Lookout.
2. You reveal and discard Billygoat, gaining a Silver.
3. You choose Billygoat to trash, but Lookout can't find it, so it does nothing.
4. You choose Province to discard, so it's discarded.
5. You choose Province to put on top.
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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #49 on: September 26, 2012, 02:05:57 pm »
+1

Sent in my entry.
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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #50 on: September 26, 2012, 02:10:42 pm »
+3

I want to throw this out there -- I really want to see a card named Cabbage Merchant.  It should probably have something to do with trashing or discarding.

Bonus points to everyone who gets the reference.
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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #51 on: September 26, 2012, 02:11:15 pm »
+2

Sent in my entry.

I reveal my entry! It has "When another player submits a contest entry, you may reveal this. If you do, that player must vote for your entry."
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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #52 on: September 26, 2012, 02:14:29 pm »
+1

I want to throw this out there -- I really want to see a card named Cabbage Merchant.  It should probably have something to do with trashing or discarding.

Bonus points to everyone who gets the reference.

MY CABBAGES!!!
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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #53 on: September 26, 2012, 02:15:02 pm »
+3

I had to try really hard not to submit this:

Durdle
$1 - Action Treasure Victory Reaction Duration Curse Ruins Attack Prize Knight
Worth $0
Worth 0 VP
+1 Card
+1 Action
--------
When another player plays an attack card, you may reveal this.
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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #54 on: September 26, 2012, 02:16:22 pm »
+1

I had to try really hard not to submit this:

Durdle
$1 - Action Treasure Victory Reaction Duration Curse Ruins Attack Prize Knight
Worth $0
Worth 0 VP
+1 Card
+1 Action
--------
When another player plays an attack card, you may reveal this.

Combos with Scout.
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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #55 on: September 26, 2012, 04:22:36 pm »
0

I had to try really hard not to submit this:

Durdle
$1 - Action Treasure Victory Reaction Duration Curse Ruins Attack Prize Knight
Worth $0
Worth 0 VP
+1 Card
+1 Action
--------
When another player plays an attack card, you may reveal this.

Combos with Scout.
...and Peddler. And Ironworks, for which it has a Peddler effect. And Conspirator, and...

...and Black Market. This could be insane with Black Market.
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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #56 on: September 26, 2012, 04:27:54 pm »
0

I want to throw this out there -- I really want to see a card named Cabbage Merchant.  It should probably have something to do with trashing or discarding.

Bonus points to everyone who gets the reference.

I'd be all for participating in a community-made set with that theme.

I had to try really hard not to submit this:

Durdle
$1 - Action Treasure Victory Reaction Duration Curse Ruins Attack Prize Knight
Worth $0
Worth 0 VP
+1 Card
+1 Action
--------
When another player plays an attack card, you may reveal this.

If I were to go this route (and I'm not sure I would), I'd make the card border either an extremely neutral color or a spectrum of all currently used colors, and write in the text "This card has every card type."
« Last Edit: September 26, 2012, 04:31:02 pm by Rush_Clasic »
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Drab Emordnilap

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #57 on: September 26, 2012, 05:42:55 pm »
0

I had to try really hard not to submit this:

Durdle
$1 - Action Treasure Victory Reaction Duration Curse Ruins Attack Prize Knight
Worth $0
Worth 0 VP
+1 Card
+1 Action
--------
When another player plays an attack card, you may reveal this.

Combos with Scout.
...and Peddler. And Ironworks, for which it has a Peddler effect. And Conspirator, and...

...and Black Market. This could be insane with Black Market.
I'm missing something with Black Market; it makes it into a village instead of just a cantrip, but that's all, right?
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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #58 on: September 26, 2012, 06:46:25 pm »
+1

I had to try really hard not to submit this:

Durdle
$1 - Action Treasure Victory Reaction Duration Curse Ruins Attack Prize Knight
Worth $0
Worth 0 VP
+1 Card
+1 Action
--------
When another player plays an attack card, you may reveal this.

Combos with Scout.
...and Peddler. And Ironworks, for which it has a Peddler effect. And Conspirator, and...

...and Black Market. This could be insane with Black Market.
I'm missing something with Black Market; it makes it into a village instead of just a cantrip, but that's all, right?

From what I can tell, it would turn Black Market into a cantrip.
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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #59 on: September 26, 2012, 07:21:37 pm »
0

I want to throw this out there -- I really want to see a card named Cabbage Merchant.  It should probably have something to do with trashing or discarding.

Bonus points to everyone who gets the reference.

Cabbage Merchant would get my vote, but only if you had to tap it somehow :P
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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #60 on: September 26, 2012, 08:47:23 pm »
0

I want to throw this out there -- I really want to see a card named Cabbage Merchant.  It should probably have something to do with trashing or discarding.

Bonus points to everyone who gets the reference.

MY CABBAGES!!!

Maybe someone should Card That Name.
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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #61 on: September 27, 2012, 08:17:24 am »
0

I hope my entry made it in time, I almost forgot about the deadline (and timezone conversion)!

It's a pretty stupid entry though!
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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #62 on: September 27, 2012, 09:42:29 am »
0

Don't worry, if Rinkworks hasn't posted the cards he's usually pretty lenient on deadlines.
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But not strictly better, because the spinoff can have a different cost than the expansion.

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #63 on: September 27, 2012, 10:32:58 am »
+1

When do we vote on the entries?
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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #64 on: September 27, 2012, 10:35:06 am »
0

Don't worry, if Rinkworks hasn't posted the cards he's usually pretty lenient on deadlines.

Yeah, that's what I think as well.

When do we vote on the entries?

We can vote for them when rinkworks posts the entries!
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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #65 on: September 27, 2012, 11:20:04 am »
+1

Don't worry, if Rinkworks hasn't posted the cards he's usually pretty lenient on deadlines.

Yeah, that's what I think as well.

When do we vote on the entries?

We can vote for them when rinkworks posts the entries!

I'm guessing we're not supposed to vote for ourselves?
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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #66 on: September 27, 2012, 11:30:12 am »
0

Don't worry, if Rinkworks hasn't posted the cards he's usually pretty lenient on deadlines.

Yeah, that's what I think as well.

When do we vote on the entries?

We can vote for them when rinkworks posts the entries!

I'm guessing we're not supposed to vote for ourselves?

You may not vote for yourself. Votes work the following way: you award either 3 points to your favorite entry, or 2 points each to your two favorite entries. Either way, you may also award 1 point to any number of entries you wish. By submitting a ballot, rinkworks will automatically give you 1 pt for your entry from yourself.
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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #67 on: September 27, 2012, 12:44:39 pm »
+1

Don't worry, if Rinkworks hasn't posted the cards he's usually pretty lenient on deadlines.

Yeah, that's what I think as well.

When do we vote on the entries?

We can vote for them when rinkworks posts the entries!

I'm guessing we're not supposed to vote for ourselves?

You may not vote for yourself. Votes work the following way: you award either 3 points to your favorite entry, or 2 points each to your two favorite entries. Either way, you may also award 1 point to any number of entries you wish. By submitting a ballot, rinkworks will automatically give you 1 pt for your entry from yourself.

I'm guessing said ballot would be a forum message to rinkworks?
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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #68 on: September 27, 2012, 12:45:14 pm »
0

Correct.
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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #69 on: September 27, 2012, 12:45:36 pm »
+3

And we only vote for cards that combo with Scout, of course.
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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #70 on: September 27, 2012, 12:59:20 pm »
0

I'm guessing said ballot would be a forum message to rinkworks?

rinkworks covers the voting procedures when posting the entries. All the specifics will be explained then. :)

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #71 on: September 27, 2012, 01:35:43 pm »
0

And we only vote for cards that combo with Scout, of course.
How did Astrolabe combo with Scout, again?
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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #72 on: September 27, 2012, 01:38:03 pm »
+1

You use Astrolabe to remove those pesky Golds from your deck when you buy them. That way, you can have a higher chance of Scout finding sweet, sweet victory cards.
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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #73 on: September 27, 2012, 01:46:41 pm »
+2

I should have submitted

White Flag
$2 - Action - Reaction

When another player plays Scout, you may reveal this card to acknowledge that you have lost.  End the game.
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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #74 on: September 27, 2012, 02:12:55 pm »
0

Weblos
$2 - Action - Reaction
+1 Card
+1 Action
When you reveal this from your deck with a Scout, put it into your hand.

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #75 on: September 27, 2012, 02:13:46 pm »
0

And we only vote for cards that combo with Scout, of course.

Of Course. How else can you explain Canal's, Museum's, and Tea House's joint victory?

Wait, all the entries that time comboed with Scout? Huh.
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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #76 on: September 27, 2012, 02:16:00 pm »
0

Pedantic man says there was a Peddler variant that set itself aside whenever you buy it.
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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #77 on: September 27, 2012, 03:30:02 pm »
0

Just a quick note -- I'm not going to wind up with enough time to get the ballot for this contest ready today.  So I'll post it tomorrow.  The ballot for #17 will be going up in a few minutes, though.
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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #78 on: September 27, 2012, 09:11:46 pm »
0

Just a quick note -- I'm not going to wind up with enough time to get the ballot for this contest ready today.  So I'll post it tomorrow.  The ballot for #17 will be going up in a few minutes, though.

boothisman.gif
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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #79 on: September 28, 2012, 02:56:37 pm »
+1

Here is the ballot for Challenge #18!

--

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, October 7, 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.

--

Whist
$4 - Action-Reaction
+3 Cards
You may discard a Curse. If you do, +1 Action. If you do not, gain a Curse.
--
When you would gain a Curse, you may discard this from your hand. If you do, your opponents gain a Curse instead.


Pitch
$3 - Action-Reaction
Trash a card from your hand.  Gain a Silver.
--
When you gain a card, you may reveal this from your hand.  If you do, put that card into your hand.


Rummy
$3 - Action-Reaction
+2 Cards
--
When your discard pile is empty, you may reveal and discard this card. If you do +3 Cards.


Poker
$3 - Action-Reaction
+1 VP
--
When another player gains a Province, you may trash this card from your hand. If you do, gain a Duchy.


Bridge
$4 - Action-Reaction
+1 Card
+1 Buy
+$2
Discard 2 Cards.
--
When an opponent buys more than one card during his buy phase, you may reveal and discard this card; if you do +1 Card, gain a Silver to your hand.


Anaconda
$3 - Victory
Worth 2 VP
--
Whenever you gain a Victory card costing $6 or less, you may reveal and trash this card from your hand. If you do, gain a copy of it.


Klondike
$4 - Action/Reaction
+2 Cards
+$1
--
When you discard a card from your hand or your deck, you may reveal this from your hand. If you do, put that card on the top or bottom of your deck, your choice.
--
(Rules clarification:  You must discard the card directly from your hand or your deck in order to use this card's Reaction ability. If the card must first be set aside, such as with Library or Adventurer, this card's Reaction ability cannot be used.)


Canfield
$5 - Action-Reaction
Gain a card costing up to $4.
--
When you gain a card you may discard this.  If you do, trash that card and gain a card costing up to $2 more.


Baccarat
$4 - Action-Reaction
+3 Cards
Discard 2 cards.
--
When another player plays an Attack card, you may reveal and discard this from your hand.  If you do, your opponent trashes that Attack card, and you both may gain a card costing at most $2 less than the trashed card; +1 Card.
--
(Rules clarification:  Your choice of gained card and your opponents choice are independent of each other.)


Euchre
$3 - Action-Reaction
+2 Cards
+1 Buy
--
When another player gains a Victory card, you may set this aside from your hand.  If you do, then at the start of your next turn, +2 Cards, +1 Buy, and discard this.


Pinochle
$4 - Action-Reaction
Look at the top 2 cards of your deck. Discard one of them. Put the other one on top of your deck.
+2 Actions
+$1
--
When another player plays an Attack card, you can discard this to gain a [This Card], placing it on top of your deck.


Blackjack
$3 - Action-Reaction
+1 Action
+1 Buy
+$2
Discard 2 cards.
--
When you discard this from your hand other than during a Clean-up phase, you may reveal it. If you do, +2 Cards.


Canasta
$4 - Action-Reaction
Gain a Copper, putting it on top of your deck.
+3 Cards
+1 Buy
--
When a card played as an action would cause you to gain a card, you may reveal this from your hand.  If you do and if this is the first time you have revealed [This Card] in reaction to that action, you may trash the gained card or gain an additional copy of it.
--
(Rules clarification: A card played as an action means that this card cannot react to the gaining effect of Fool's Gold or Market Square or the additional copies gained by itself, for example.  If you play two Workshops while this card is in hand, you may react to both, gaining an additional copy of the gained card each time if desired; but if you play one Workshop while you have two copies of this card in hand, you may react with both, but only the first will allow you to gain an additional copy of, or trash, the gained card.)


Crazy Eights
$3 - Action
+1 Card
+1 Action
Look at the top card of your deck. You may discard it or put it back.
--
When you would discard a card other than from play, you may reveal this from you hand. If you do, trash that card instead.


Go Fish
$4 - Action-Reaction
+$1
Trash up to two cards.
--
When you would trash a card, you may reveal this from your hand.  If you do, discard this and put the trashed card aside.
Put that to your discard pile in your clean-up phase.


Savannah
$4 - Action-Reaction
+2 Actions
+1 Buy
+$1
--
When you draw this during a Clean-Up phase you may discard it. If you do, +2 Cards.
--
(Rules clarification: If you draw a [This Card] during your Clean-Up phase, even as a result of discarding a [This Card], you may choose to discard it for its draw effect. You do not need to discard it the moment you draw it, only before you declare your Clean-Up phase over.)


Old Maid
$2 - Action-Reaction
+2 Actions
--
When another player plays a card with the wording "+2 Actions" you may set this card aside from your hand. If you do, at the start of your next turn, return this card to your hand and +1 Card.


Cribbage
$5 - Action-Reaction
+2 Cards
+1 Action
+$1
Discard 2 cards.
--
When any player gains a Victory card you may reveal and discard this, if you do gain a Gold.


Spades
$7 - Action-Duration-Reaction
Now and at the start of all future turns: +$1.
--
While this is in play, when the game ends, you may reveal this from your play area. Take an extra turn after the game has ended. This can't cause you to take more than one turn after the game has ended.


Hearts
$4 - Action-Reaction
+1 Card
+2 Actions
--
When you reshuffle, you may reveal this card from your hand and set it aside.  If you do, trash a card from your hand, and at the beginning of next turn, +$1 and return this to your hand.
--
(Rules clarification: If you draw this into your hand and trigger a reshuffle before drawing up to X cards in hand, resolve the reaction part of the card first (set this aside and trash a card from your hand).  Then, continue drawing up to X cards in hand.)


Frog
$5 - Action-Reaction
+1 Card
+1 Action
+1 VP
--
When another player gains a VP token, you may reveal and discard this card; if you do, +3 Cards.


Scoundrel
$4 - Victory-Reaction
Worth 2 VP
--
Whenever a player (including you) plays a card that instructs you to draw exactly 1 card, you may reveal this card from your hand. If you do, +2 Cards instead.


Tribello
$2 - Action-Reaction
+2 Actions
Choose one: Draw a card and discard a card, or +1 Buy.
--
When you discard a Victory card, you may reveal and discard this from your hand. If you do, gain a Treasure costing up to $6.


Jass
$5 - Action-Reaction
Discard an Action card from your hand. If you do, gain a copy of the discarded card.
--
When you gain an Action card, you may discard this from your hand. If you do, gain a copy of the gained card.


Klabberjass
$5 - Action-Reaction
+2 Cards
--
When another player gains a card, you may discard this card. If you do you may gain an Action card costing at most $2 less than it.


Jungle
$3 - Action-Reaction
+2 Cards
--
When any player (including you) gains a card without buying it, you may reveal and discard this card.  If you do, you may take a copy of the gained card from the supply and place it in your hand.
--
(Rules clarification: Cards placed in your deck as a result of [This Card]'s reaction are not "gained," in the same way that you don't "gain" cards with Masquerade, so this card may not be revealed in a response to other people revealing this card.)


Knaves
$4 - Action-Reaction
+2 Cards
Discard 2 Cards.
--
You may reveal [This Card] from your hand when discarding it due to an Action. If [This Card] is among the cards discarded, you may draw the same number of cards after discarding.


Michigan
$4 - Action-Reaction
+2 Buys
+$2
--
When another player plays an Attack card, you may reveal this and set it aside.  At the start of your next turn, play this immediately, without using an Action.


Ninety-Nine
$4 - Action-Reaction
+1 Buy
Gain a Silver, putting it in your hand.
--
Whenever a player gains an additional buy, you may reveal this from your hand. If you do, choose one: Silver produces $3 when played this turn; or Silver produces $1 when played this turn.
--
(Rules clarification: If multiple players reveal this card, resolve them in turn order, starting with the active player. The result will always be that the last player in turn order to reveal this card will choose the final outcome.)


Monastery
$2 - Action-Attack-Looter-Reaction
Each other player gains a Ruins.
--
When another player plays an Attack card, you may reveal this from your hand. If you do, discard any number of cards and put the rest on top of your deck in any order, then discard this card. At the start of your next turn, +5 Cards.


Wichita
$3 - Treasure-Reaction-Attack
Worth $1
Reveal the top card of your deck, you may trash it or add it to your hand.
--
When an opponent gains a card during their turn, you may reveal this to place the gained card on top of their deck instead.


Pennies From Heaven
$4 - Action-Reaction
Discard a Victory card from your hand.
If you do, gain a Silver, putting it in your hand.
--
When an opponent gains a Victory card, you may reveal and discard this from your hand.  If you do, gain a Victory card costing up to $3 less than that card.


Pyramid
$5 - Action-Reaction
+1 Buy
+$2
--
When another player gains a non-Victory card with a cost of up to $4, you may reveal this card from your hand and discard it.  If you do, gain a copy of the gained card.


Shanghai
$3 - Victory-Reaction
Worth 1 VP
--
When you draw this other than during a Clean-up phase, you may reveal it and immediately discard it.  If you do, +2 Cards.


Finish Line
$5 - Action-Reaction
+3 Cards
--
When another player buys a Duchy you may trash this from your hand. If you do, +1 Card and gain a Duchy.


Poch
$3 - Action-Reaction
Select a card on your [This Card] mat. Choose one; trash it, or put it on top of your deck.  Set aside a card from your hand onto your [This Card] mat.
--
When you gain or trash a card, you may reveal this from your hand. If you do, put it on your [This Card] mat.
--
At the end of the game, trash this and trash all cards on your mat.


Tripoli
$3 - Action-Reaction
+2 Cards
--
When any player plays an Attack, you may reveal this from your hand and set it aside. If you do, after the Attack resolves, discard this and +2 Cards.
--
(Rules clarification:  Any player means including you.)


Horseshoe
$5 - Action-Reaction
Discard any number of cards. For each card you discard, +1 Action, +1 Card, +1 Buy.
--
When you would gain a card, you may reveal this from your hand. If you do, instead, gain a Copper, putting it into your hand.


Piquet
$4 - Action-Reaction
+$1
Set aside up to 2 Treasure cards from your hand on your [This Card] mat. Cards on your [This Card] mat may be returned to your hand at the start of your buy phase. Return them to your deck at the end of the game.
--
When you would gain a card, you may reveal this from your hand. If you do, instead, gain a Copper, setting it aside on your [This Card] mat.


Cuttle
$4 - Action-Duration-Reaction
Now and at the start of your next turn:
+1 Card
Trash a card from your hand.
--
Whenever another player trashes a card, you may play this card.


All Fours
$4 - Action-Reaction
+$2
--
When you discard a card from your hand other than during your Clean Up Phase, you may reveal this and set it aside.  If you do, gain a Gold and discard an additional card.
--
(Rules clarification: Cards set aside are returned to your hand at the start of your next turn or discarded at the start of your next Clean Up Phase, whichever comes first.)


Casino
$4 - Action-Reaction
+$2
You may set aside this and and a card from your hand onto your [This Card] mat.
You may trash a card from your [This Card] mat.
--
When you gain a card, you may reveal this from your hand. If you do, put the card on your [This Card] mat. At the end of the game, return all cards on the [This Card] mat to your deck.
« Last Edit: October 04, 2012, 09:13:32 am by rinkworks »
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popsofctown

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #80 on: September 28, 2012, 03:31:32 pm »
+1

Lots of punishing behavior that doesn't need to be punished.  Don't punish a guy for buying an Oracle and a Hamlet instead of a Wharf or Merchant Ship.  It's hard enough to find a board to convince Dominion players to use their +buys creatively in the first place.
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Davio

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #81 on: September 28, 2012, 03:35:04 pm »
0

Also a lot of cards that are only useful in a very limited subset of possible kingdoms.
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Robz888

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #82 on: September 28, 2012, 03:39:48 pm »
0

Quote
Whist
$4 - Action-Reaction
+3 Cards
You may discard a Curse. If you do, +1 Action. If you do not, gain a Curse.
--
When you would gain a Curse, you may discard this from your hand. If you do, your opponents gain a Curse instead.

Reactions that bounce Curses back to the Attacker will just not work, because no one will ever buy the Attack then. The other part of the card is kind of interesting, though the draw probably isn't enough to make up for the self-cursing aspect--although it's an appealing pickup after Curses run out. So actually I do like this card, except for the Reaction part.
Quote
Pitch
$3 - Action-Reaction
Trash a card from your hand.  Gain a Silver.
--
When you gain a card, you may reveal this from your hand.  If you do, put that card into your hand.

It's fine, but not very creative.
Quote
Rummy
$3 - Action-Reaction
+2 Cards
--
When your discard pile is empty, you may reveal and discard this card. If you do +3 Cards.

So you need to draw this in the first hand after your reshuffle? No thanks.
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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #83 on: September 28, 2012, 03:55:45 pm »
+3

"Bridge" might be an unfortunate substitution name.
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popsofctown

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #84 on: September 28, 2012, 03:56:14 pm »
0

Canfield might be my favorite that isn't mine.  Nonterminal 2$ like Minion, with a Workshop mode instead, and then curse blocking, copper gain shenanigans, +buy shenanigans, smugglers shenanigans, lots of general shenaniganery but none of it really broken.
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One Armed Man

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #85 on: September 28, 2012, 04:03:28 pm »
+1

Canfield might be my favorite that isn't mine.  Nonterminal 2$ like Minion, with a Workshop mode instead, and then curse blocking, copper gain shenanigans, +buy shenanigans, smugglers shenanigans, lots of general shenaniganery but none of it really broken.

I think a too-similar card just won the $2 contest:

Missionary by Graystripe77
$2 - Action-Reaction

Trash two cards from your hand.
When you would gain a card, you may discard this from your hand. If you do, instead gain a card costing exactly $1 more.
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popsofctown

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #86 on: September 28, 2012, 04:34:08 pm »
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Meh.
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eHalcyon

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #87 on: September 28, 2012, 05:23:44 pm »
0

One of these cards is mine, and unlike the +Buy contest my entry here is not a joke. ;)



Whist
$4 - Action-Reaction
+3 Cards
You may discard a Curse. If you do, +1 Action. If you do not, gain a Curse.
--
When you would gain a Curse, you may discard this from your hand. If you do, your opponents gain a Curse instead.

Nope.  Politics.

Quote
Pitch
$3 - Action-Reaction
Trash a card from your hand.  Gain a Silver.
--
When you gain a card, you may reveal this from your hand.  If you do, put that card into your hand.

Unchecked, gaining cards to hand leads to broken combos.  Example:

I have 4 unique cards in play.  Buy phase starts, I play HoP.  I gain a HoP.  I play it.  I gain a HoP.  And so on.

Or even better -- 5 unique cards to start, HoP gains BV with HoP.  Two piles instantly gone!

Quote
Rummy
$3 - Action-Reaction
+2 Cards
--
When your discard pile is empty, you may reveal and discard this card. If you do +3 Cards.

This trigger basically means that it's only useful when you draw it immediately after the reshuffle.  This could easily be a $2 card.  Compare with Moat.  Moat is often better, actually.

Quote
Poker
$3 - Action-Reaction
+1 VP
--
When another player gains a Province, you may trash this card from your hand. If you do, gain a Duchy.

Ehh.  A card that only gives +1VP could lead to stagnant games.  Monument at least gives you money to encourage you to buy something.  Seems too weak to me, anyway.

Quote
Bridge
$4 - Action-Reaction
+1 Card
+1 Buy
+$2
Discard 2 Cards.
--
When an opponent buys more than one card during his buy phase, you may reveal and discard this card; if you do +1 Card, gain a Silver to your hand.

This isn't the Bridge I know. ;)

I think I need to evaluate this later.  Off the bat, it looks quite strong.  I like that it has +Buy, since the ones in the +Buy contest were not particularly inspiring.  I think it would be fine.

Quote
Anaconda
$3 - Victory
Worth 2 VP
--
Whenever you gain a Victory card costing $6 or less, you may reveal and trash this card from your hand. If you do, gain a copy of it.

A copy of "it"?  Probably means the Victory card you gained, not another Anaconda.  But it's ambiguous.

I think this is OK, though not a huge fan.

Quote
Klondike
$4 - Action/Reaction
+2 Cards
+$1
--
When you discard a card from your hand or your deck, you may reveal this from your hand. If you do, put that card on the top or bottom of your deck, your choice.
--
(Rules clarification:  You must discard the card directly from your hand or your deck in order to use this card's Reaction ability. If the card must first be set aside, such as with Library or Adventurer, this card's Reaction ability cannot be used.)

Clarification should prevent broken combos with Crystal Ball, yes? :P

Looks OK, I think.

Quote
Canfield
$5 - Action-Reaction
Gain a card costing up to $4.
--
When you gain a card you may discard this.  If you do, trash that card and gain a card costing up to $2 more.

Too similar to Salesman (cost reducing gainer) and Missionary (reaction to gain something costing more), I think.

Quote
Baccarat
$4 - Action-Reaction
+3 Cards
Discard 2 cards.
--
When another player plays an Attack card, you may reveal and discard this from your hand.  If you do, your opponent trashes that Attack card, and you both may gain a card costing at most $2 less than the trashed card; +1 Card.
--
(Rules clarification:  Your choice of gained card and your opponents choice are independent of each other.)

Nope.  I will rage against reactions that are just retaliatory attacks.

Quote
Euchre
$3 - Action-Reaction
+2 Cards
+1 Buy
--
When another player gains a Victory card, you may set this aside from your hand.  If you do, then at the start of your next turn, +2 Cards, +1 Buy, and discard this.

I think I may like this more than all the cards in the +Buy contest.

It's half a Wharf, unless you can set the reaction off.  If you set it off, it becomes the Duration part of Wharf. 

I like the reaction trigger.  It might be neat as a counter to Astrolabe.

As far as cost, $3 looks good.  Without the reaction, I think it would be just fine at $2.  The reaction is powerful, but other cheap cards have powerful reactions -- Squire, Market Square.  I think $3 is actually fine.

Quote
Pinochle
$4 - Action-Reaction
Look at the top 2 cards of your deck. Discard one of them. Put the other one on top of your deck.
+2 Actions
+$1
--
When another player plays an Attack card, you can discard this to gain a [This Card], placing it on top of your deck.

Why do the vanilla bonuses come at the end?

This looks really weak to me.  Consensus was that +2 Actions, +$1 would be weak even at $2.  This little bit of filtering isn't enough to jump the price to $4.

Quote
Blackjack
$3 - Action-Reaction
+1 Action
+1 Buy
+$2
Discard 2 cards.
--
When you discard this from your hand other than during a Clean-up phase, you may reveal it. If you do, +2 Cards.

The vanilla bonuses are just like Bridge, above, except it gets +1 Action instead of +1 Card. 

If you have two of these in hand, you can discard one of itself with the other.  Then each one is almost a Market (I believe you end up down one card).

Looks alright to me.

Quote
Canasta
$4 - Action-Reaction
Gain a Copper, putting it on top of your deck.
+3 Cards
+1 Buy
--
When a card played as an action would cause you to gain a card, you may reveal this from your hand.  If you do and if this is the first time you have revealed [This Card] in reaction to that action, you may trash the gained card or gain an additional copy of it.
--
(Rules clarification: A card played as an action means that this card cannot react to the gaining effect of Fool's Gold or Market Square or the additional copies gained by itself, for example.  If you play two Workshops while this card is in hand, you may react to both, gaining an additional copy of the gained card each time if desired; but if you play one Workshop while you have two copies of this card in hand, you may react with both, but only the first will allow you to gain an additional copy of, or trash, the gained card.)

Too many wording gymnastics here.  Specifying cards gained through actions is clunky, and specifying "the first time you have revealed" is clunky as well.  The proper solution is to require discarding the card to use the reaction.

Also, with any gainer (Rebuild is a good example here) you could use this to easily double-Province or double-Colony.

Quote
Crazy Eights
$3 - Action
+1 Card
+1 Action
Look at the top card of your deck. You may discard it or put it back.
--
When you would discard a card other than from play, you may reveal this from you hand. If you do, trash that card instead.

The main action seems weak, but the reaction is fairly strong.  From the wording, it sounds like it can be used even in the Clean-Up phase.  The style seems influenced by Crystal Ball.

Looks OK to me.

Quote
Go Fish
$4 - Action-Reaction
+$1
Trash up to two cards.
--
When you would trash a card, you may reveal this from your hand.  If you do, discard this and put the trashed card aside.
Put that to your discard pile in your clean-up phase.

Not a new idea.  Can't remember if it had any broken combos.  I imagine it should have a cost range in the same vein as Graverobber.

Quote
Savannah
$4 - Action-Reaction
+2 Actions
+1 Buy
+$1
--
When you draw this during a Clean-Up phase you may discard it. If you do, +2 Cards.
--
(Rules clarification: If you draw a [This Card] during your Clean-Up phase, even as a result of discarding a [This Card], you may choose to discard it for its draw effect. You do not need to discard it the moment you draw it, only before you declare your Clean-Up phase over.)

Seems OK, mostly.  I think some broken interactions are possible.  Say you have a thin deck and a few Schemes.  Scheme a few of these on top, then draw your deck.  With a small enough deck relative to the number of these you have, you can get to the point where discarding Savannah just lets you draw it again.

Quote
Old Maid
$2 - Action-Reaction
+2 Actions
--
When another player plays a card with the wording "+2 Actions" you may set this card aside from your hand. If you do, at the start of your next turn, return this card to your hand and +1 Card.

Seems OK.

Quote
Cribbage
$5 - Action-Reaction
+2 Cards
+1 Action
+$1
Discard 2 cards.
--
When any player gains a Victory card you may reveal and discard this, if you do gain a Gold.

I like the trigger -- see comments on Euchre, above.  Reaction result is fine too.  Vanillas are OK -- smaller Warehouse with +$1.  Overall looks OK.

Quote
Spades
$7 - Action-Duration-Reaction
Now and at the start of all future turns: +$1.
--
While this is in play, when the game ends, you may reveal this from your play area. Take an extra turn after the game has ended. This can't cause you to take more than one turn after the game has ended.

Not a fan of permanent durations.

The reaction is not a reaction.  If it's in play, it is in public view.  No reveal.

Quote
Hearts
$4 - Action-Reaction
+1 Card
+2 Actions
--
When you reshuffle, you may reveal this card from your hand and set it aside.  If you do, trash a card from your hand, and at the beginning of next turn, +$1 and return this to your hand.
--
(Rules clarification: If you draw this into your hand and trigger a reshuffle before drawing up to X cards in hand, resolve the reaction part of the card first (set this aside and trash a card from your hand).  Then, continue drawing up to X cards in hand.)

Seems OK.

Quote
Frog
$5 - Action-Reaction
+1 Card
+1 Action
+1 VP
--
When another player gains a VP token, you may reveal and discard this card; if you do, +3 Cards.

No to non-terminal VP gainer.  Encourages endless games where you just try to play this as much as possible.

Quote
Scoundrel
$4 - Victory-Reaction
Worth 2 VP
--
Whenever a player (including you) plays a card that instructs you to draw exactly 1 card, you may reveal this card from your hand. If you do, +2 Cards instead.

Seems a little too specific to me.  But even discounting that, this kind of reaction seems out of place on a Victory card.  Drawing one extra card from a +1 Card is not that great, certainly not enough to buy an otherwise dead card before the late game.  When you do start picking these up for the VP, you're probably not going to connect them to your +1 Card card.  It's late enough that you might not even make it to reshuffle.

Quote
Tribello
$2 - Action-Reaction
+2 Actions
Choose one: Draw a card and discard a card, or +1 Buy.
--
When you discard a Victory card, you may reveal and discard this from your hand. If you do, gain a Treasure costing up to $6.

When you discard... even in the clean-up phase?  Seems too strong that way.

The action part is too similar to Hamlet, IMO.

Quote
Jass
$5 - Action-Reaction
Discard an Action card from your hand. If you do, gain a copy of the discarded card.
--
When you gain an Action card, you may discard this from your hand. If you do, gain a copy of the gained card.

It's like a Super Smugglers.  I'm not sure how it would play out.  If you use the Action, you can't use the card that you are gaining.  it gives you no other bonuses either.  When you use the reaction, this would have been a dead card in your hand making it that much harder to buy the good card.  Tough to evaluate.

Quote
Klabberjass
$5 - Action-Reaction
+2 Cards
--
When another player gains a card, you may discard this card. If you do you may gain an Action card costing at most $2 less than it.

Seems very board dependent.  The Action portion has no appeal at all.  The reaction seems like a variation on Smugglers.  I suspect this would be weak.

Quote
Jungle
$3 - Action-Reaction
+2 Cards
--
When any player (including you) gains a card without buying it, you may reveal and discard this card.  If you do, you may take a copy of the gained card from the supply and place it in your hand.
--
(Rules clarification: Cards placed in your deck as a result of [This Card]'s reaction are not "gained," in the same way that you don't "gain" cards with Masquerade, so this card may not be revealed in a response to other people revealing this card.)

Without any gainers, this is just an expensive Moat.  Mehh.  Not sure how it would play with gainers.

Quote
Knaves
$4 - Action-Reaction
+2 Cards
Discard 2 Cards.
--
You may reveal [This Card] from your hand when discarding it due to an Action. If [This Card] is among the cards discarded, you may draw the same number of cards after discarding.

Main action is worse than Warehouse.

Reaction is confusing.  Draw the same number as what?  As cards discarded?  Do you need to have two copies of it (one in hand, one discarded) for it to work?

Quote
Michigan
$4 - Action-Reaction
+2 Buys
+$2
--
When another player plays an Attack card, you may reveal this and set it aside.  At the start of your next turn, play this immediately, without using an Action.

Seems fine to me.

Quote
Ninety-Nine
$4 - Action-Reaction
+1 Buy
Gain a Silver, putting it in your hand.
--
Whenever a player gains an additional buy, you may reveal this from your hand. If you do, choose one: Silver produces $3 when played this turn; or Silver produces $1 when played this turn.
--
(Rules clarification: If multiple players reveal this card, resolve them in turn order, starting with the active player. The result will always be that the last player in turn order to reveal this card will choose the final outcome.)

And what happens if I reveal it more than once?  Rules clarification helps, but I don't like that it needs the clarification.

Not a fan of this.  Seems swingy -- sometimes someone gets all their Silver nerfed, sometimes they get cheap Gold.

Quote
Monastery
$2 - Action-Attack-Looter-Reaction
Each other player gains a Ruins.
--
When another player plays an Attack card, you may reveal this from your hand. If you do, discard any number of cards and put the rest on top of your deck in any order, then discard this card. At the start of your next turn, +5 Cards.

I don't see a point to making it a Looter.  Also, this reaction seems way too powerful to me.

I also don't really want to see a $2 junking attack.

Quote
Wichita
$3 - Treasure-Reaction-Attack
Worth $1
Reveal the top card of your deck, you may trash it or add it to your hand.
--
When an opponent gains a card during their turn, you may reveal this to place the gained card on top of their deck instead.

The reaction is not useful until the late game, when people start greening.  I don't think it would be worth it to get a $3 Copper.  The on-play effect (which needs some rewording)  is OK.

I think it's too weak overall.

Quote
Pennies From Heaven
$4 - Action-Reaction
Discard a Victory card from your hand.
If you do, gain a Silver, putting it in your hand.
--
When an opponent gains a Victory card, you may reveal and discard this from your hand.  If you do, gain a Victory card costing up to $3 less than that card.

Seems OK, I think.

Quote
Pyramid
$5 - Action-Reaction
+1 Buy
+$2
--
When another player gains a non-Victory card with a cost of up to $4, you may reveal this card from your hand and discard it.  If you do, gain a copy of the gained card.

The reaction is quite restrictive.  I don't think it's enough for me to want a $5 Woodcutter.

Quote
Shanghai
$3 - Victory-Reaction
Worth 1 VP
--
When you draw this other than during a Clean-up phase, you may reveal it and immediately discard it.  If you do, +2 Cards.

"When you draw this" is not a practical trigger.  It will drastically slow down games with any card draw as people have to check each card before adding them to their hand.

Quote
Finish Line
$5 - Action-Reaction
+3 Cards
--
When another player buys a Duchy you may trash this from your hand. If you do, +1 Card and gain a Duchy.

OK, I suppose.  I'd like it more if it didn't give +1 Card.  You're already getting a pretty good bonus for discarding the card -- no need to top up your hand.  I'd also like it more if it triggered on any VP, not just Duchy.

Quote
Poch
$3 - Action-Reaction
Select a card on your [This Card] mat. Choose one; trash it, or put it on top of your deck.  Set aside a card from your hand onto your [This Card] mat.
--
When you gain or trash a card, you may reveal this from your hand. If you do, put it on your [This Card] mat.
--
At the end of the game, trash this and trash all cards on your mat.

Seems fine.  Best used as a trasher.

Quote
Tripoli
$3 - Action-Reaction
+2 Cards
--
When any player plays an Attack, you may reveal this from your hand and set it aside. If you do, after the Attack resolves, discard this and +2 Cards.

Seems fine.  I wish it had +Buy, just because it wouldn't be out of place here and we need more +Buy in the set.

Quote
Horseshoe
$5 - Action-Reaction
Discard any number of cards. For each card you discard, +1 Action, +1 Card, +1 Buy.
--
When you would gain a card, you may reveal this from your hand. If you do, instead, gain a Copper, putting it into your hand.

Seems OK.  Reaction is a little weird.

Quote
Piquet
$4 - Action-Reaction
+$1
Set aside up to 2 Treasure cards from your hand on your [This Card] mat. Cards on your [This Card] mat may be returned to your hand at the start of your buy phase. Return them to your deck at the end of the game.
--
When you would gain a card, you may reveal this from your hand. If you do, instead, gain a Copper, setting it aside on your [This Card] mat.

Seems alright.

Quote
Cuttle
$4 - Action-Duration-Reaction
Now and at the start of your next turn:
+1 Card
Trash a card from your hand.
--
Whenever another player trashes a card, you may play this card.

Really, really weak on play.  Reaction makes it better.

Quote
All Fours
$4 - Action-Reaction
+$2
--
When you discard a card from your hand other than during your Clean Up Phase, you may reveal this and set it aside.  If you do, gain a Gold and discard an additional card.
--
(Rules clarification: Cards set aside are returned to your hand at the start of your next turn or discarded at the start of your next Clean Up Phase, whichever comes first.)

The rules clarification is not intuitive and NEEDS to be on the card.

The action (terminal Silver) is so weak that I think this would be fine at $3.  The reaction is decently strong, but it still needs some support to work.

Quote
Casino
$4 - Action-Reaction
+$2
You may set aside this and and a card from your hand onto your [This Card] mat.
You may trash a card from your [This Card] mat.
--
When you gain a card, you may reveal this from your hand. If you do, put the card on your [This Card] mat. At the end of the game, return all cards on the [This Card] mat to your deck.

The first "you may" -- are the two cards tied together?  Can I set aside only another card but not Casino, or do I need to set aside Casino too?

The reaction is good, but we already have Astrolabe.
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nopawnsintended

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #88 on: September 28, 2012, 05:30:56 pm »
0

Here are my comments.  One of these is mine.  My comments are a bit stream of consciousness ... if I discover something midstream... I change my mind mid-review... on some of these.  Sorry about lack of flow, but maybe it is instructive?

Quote
Whist
$4 - Action-Reaction
+3 Cards
You may discard a Curse. If you do, +1 Action. If you do not, gain a Curse.
--
When you would gain a Curse, you may discard this from your hand. If you do, your opponents gain a Curse instead.

This doesn't seem fun to me.  It is only non-terminal if you have (or draw) a Curse in hand.  If you don't, it kinda sucks b/c it is terminal and gains a Curse -- unless you draw one of these dead... then you curse your opponent with the reaction ability (weird).  Plus, the reaction stops cursing attacks dead in their tracks.

Also, would you play Curse "when you would gain" tennis if multiple players have one of these in hand in a multiplayer game?  Suppose Player 1 draws one of these dead in hand, then reveals and discards... opponents would then gain curses, unless P2 has one of these and reveals and discards... so in this case original P1 gains a Curse anyway, and P3 gets 2 Curses because he doesn't have a deflector?  What if all three have the card?  I suppose you'd have to resolve in order... seems too confusing for me.

Quote
Pitch
$3 - Action-Reaction
Trash a card from your hand.  Gain a Silver.
--
When you gain a card, you may reveal this from your hand.  If you do, put that card into your hand.

I like the synergy between the reaction and the action.  Seems weaker than Trader, which gains $X silvers for an X-cost card, but it is cheaper too.  The reaction doesn't quite nest with Trader because of the in-hand business -- you could use this to Ironworks good cards to hand. This might be a particularly strong combo there.  Interesting.

Quote
Rummy
$3 - Action-Reaction
+2 Cards
--
When your discard pile is empty, you may reveal and discard this card. If you do +3 Cards.

At first, this seems too particular for the reaction, either you could use this only on hands you draw after the reshuffle, or immediately after a re-shuffle -- which could be useful -- turning +2 Card terminal into +1 Action, +3 Cards (since the reaction doesn't use an action).  If you can otherwise piece together an engine that will draw through a re-shuffle, this card's reaction could put it over the top to draw your whole deck... viewed that way, maybe it's not too particular.  Subtle.

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Poker
$3 - Action-Reaction
+1 VP
--
When another player gains a Province, you may trash this card from your hand. If you do, gain a Duchy.

Monument minus +$2, buffed with the defensive trash option.  If you can swing a deck where playing these in multiples is easy, abuse cases (unending games) are easy to imagine.  Doesn't feel right to me.

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Bridge
$4 - Action-Reaction
+1 Card
+1 Buy
+$2
Discard 2 Cards.
--
When an opponent buys more than one card during his buy phase, you may reveal and discard this card; if you do +1 Card, gain a Silver to your hand.

Contest Bridge!  This reduces handsize a lot, it is terminal, but it gives the +$2.  That doesn't seem to buff the buying power enough to necessitate the +Buy.  Then, on the reaction, it increases handsize and gains a silver (but there's no +Buy).  I don't know... there are lots of pieces to this, and I'm not sure how they'd interact.... seems a little antisynergy, a bit much for me.

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Anaconda
$3 - Victory
Worth 2 VP
--
Whenever you gain a Victory card costing $6 or less, you may reveal and trash this card from your hand. If you do, gain a copy of it.

A fair 2 VP option with a nice defensive trashing option.  This could be great in Fairgrounds games where powering up to 6 VP is feasible... it may be even better in Highway-Province games where your opponent takes the Highway route.  Overall, I like it... not as big on this as Rummy or Pitch.

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Klondike
$4 - Action/Reaction
+2 Cards
+$1
--
When you discard a card from your hand or your deck, you may reveal this from your hand. If you do, put that card on the top or bottom of your deck, your choice.
--
(Rules clarification:  You must discard the card directly from your hand or your deck in order to use this card's Reaction ability. If the card must first be set aside, such as with Library or Adventurer, this card's Reaction ability cannot be used.)

A mild counter to discard attacks -- turns a Militia into a benevolent Ghost Ship.  The action part of the card makes me wonder why we don't see +2 Cards, +$1 by itself elsewhere.  It looked weird, but I couldn't put my finger on it.

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Canfield
$5 - Action-Reaction
Gain a card costing up to $4.
--
When you gain a card you may discard this.  If you do, trash that card and gain a card costing up to $2 more.

Vanilla Interpretation: There's self-synergy.  If you have two of these in hand, you may use them to gain a card up to $6.  Spicy Interpretation: This makes Provinces cost $6 if you have one in hand, like a bootstrapping Farmland.  So, you either play it as a Workshop (not great) or use it as an in-hand Princess without the +Buy.  Super-Spicy Interpretation: Two of these in hand... and that cost reduction stacks (as long as there are $4 cost cards).... just buy a 4 coster, trash it, gain a Gold, trash it, gain a Province.  Combo with Wharf to draw a bunch of these to hand (note... b/c of the reaction, they can't be drawn dead for cost reduction), and who needs money?  Seems too strong.

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Baccarat
$4 - Action-Reaction
+3 Cards
Discard 2 cards.
--
When another player plays an Attack card, you may reveal and discard this from your hand.  If you do, your opponent trashes that Attack card, and you both may gain a card costing at most $2 less than the trashed card; +1 Card.
--
(Rules clarification:  Your choice of gained card and your opponents choice are independent of each other.)

Killing the attacker seems like a strong reaction ability.  Seems like it would be strong enough to make attack-buying off of the equilibrium path.  Although I don't like attacks (they're mean), this violates a worse rule in my mind -- messing with someone else's strategy (Embargo, Saboteur, and Swindler fit into this category ... and they're on my list of least favorites).

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Euchre
$3 - Action-Reaction
+2 Cards
+1 Buy
--
When another player gains a Victory card, you may set this aside from your hand.  If you do, then at the start of your next turn, +2 Cards, +1 Buy, and discard this.

The reaction is like "Add +1 Action to this card"... at first, that seems weak, but this turns a bad card (Moat without protection) into a good card (Lab).  Maybe it is right at $3, but I'm not excited about it.

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Pinochle
$4 - Action-Reaction
Look at the top 2 cards of your deck. Discard one of them. Put the other one on top of your deck.
+2 Actions
+$1
--
When another player plays an Attack card, you can discard this to gain a [This Card], placing it on top of your deck.

Combos well with draw up to X, and it helps filter the cards that you'd draw.  By itself, it's not going to make huge waves.... but the good news is that you'll get a bunch of these if your opponent is attacking you.

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Blackjack
$3 - Action-Reaction
+1 Action
+1 Buy
+$2
Discard 2 cards.
--
When you discard this from your hand other than during a Clean-up phase, you may reveal it. If you do, +2 Cards.

Some self-synergy, but like Bridge, I'm wondering why the +1 Buy is there.  Maybe if you get a lot of these, you'll pile up a lot of synthetic money... but to maintain hand size, you need to complement with draws or self-synergize .... which stunts the synthetic money pile.

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Canasta
$4 - Action-Reaction
Gain a Copper, putting it on top of your deck.
+3 Cards
+1 Buy
--
When a card played as an action would cause you to gain a card, you may reveal this from your hand.  If you do and if this is the first time you have revealed [This Card] in reaction to that action, you may trash the gained card or gain an additional copy of it.
--
(Rules clarification: A card played as an action means that this card cannot react to the gaining effect of Fool's Gold or Market Square or the additional copies gained by itself, for example.  If you play two Workshops while this card is in hand, you may react to both, gaining an additional copy of the gained card each time if desired; but if you play one Workshop while you have two copies of this card in hand, you may react with both, but only the first will allow you to gain an additional copy of, or trash, the gained card.)

Ironworks a Gardens or Silk Road... and gain two of them.  Plus, you don't have to discard this, so sprinkle in some extra actions, and you can use it to gain coppers (not bad in an alt-vp rush) and get extra buys.  Seems strong in rushes.

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Crazy Eights
$3 - Action
+1 Card
+1 Action
Look at the top card of your deck. You may discard it or put it back.
--
When you would discard a card other than from play, you may reveal this from you hand. If you do, trash that card instead.

Self-Spy with top deck trashing and junk eliminating in discard attack games... could be good, but I'd have to see how it plays.  I'm not overly excited about it yet, but I'd like to see what others have to say.

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Go Fish
$4 - Action-Reaction
+$1
Trash up to two cards.
--
When you would trash a card, you may reveal this from your hand.  If you do, discard this and put the trashed card aside.
Put that to your discard pile in your clean-up phase.

For some reason, I'm very confused about the reaction.  Except for malicious opponent trashing (Knights, Swindler, Saboteur), I'm not sure I see the point.... maybe you could forge a Province into a Province, and use this card to rescue the first Province?  So this would help with trash for benefit (Expand, Salvager, Forge, Remodel, Graverobber)... and wouldn't hurt if you get overrun by Rats... maybe?  But, then again, I'm confused.

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Savannah
$4 - Action-Reaction
+2 Actions
+1 Buy
+$1
--
When you draw this during a Clean-Up phase you may discard it. If you do, +2 Cards.
--
(Rules clarification: If you draw a [This Card] during your Clean-Up phase, even as a result of discarding a [This Card], you may choose to discard it for its draw effect. You do not need to discard it the moment you draw it, only before you declare your Clean-Up phase over.)

The reaction is strangely posed if you interpret the Clean-Up phase as "draw up to 5 Cards in hand" instead of "+5 Cards"... I'm not sure the correct interpretation.  I guess (rules clarification), you can wait until you draw your 5 cards, then say "haHAH, I've got a Savannah" ... discard, then draw 2 cards... still, it's a bit awkward.

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Old Maid
$2 - Action-Reaction
+2 Actions
--
When another player plays a card with the wording "+2 Actions" you may set this card aside from your hand. If you do, at the start of your next turn, return this card to your hand and +1 Card.

If someone else plays a Village of any type, this turns into an ordinary Village if you want.  I guess that's ok... not sure I like it though.

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Cribbage
$5 - Action-Reaction
+2 Cards
+1 Action
+$1
Discard 2 cards.
--
When any player gains a Victory card you may reveal and discard this, if you do gain a Gold.

Super-Oasis with 2sifting instead of 1sifting.  Plus, there's this Gold thing.  It seems strong, but I'm guessing that you're gaining Golds at the wrong point in the game.  Just when you would get flush with these, the game will end... might be better if it were "When any other player gains a non-Victory card"  Just noticed though -- you could be the player who gains the Victory card... so you could reserve this in hand, buy a Province and gain a Gold.... that's cute.

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Spades
$7 - Action-Duration-Reaction
Now and at the start of all future turns: +$1.
--
While this is in play, when the game ends, you may reveal this from your play area. Take an extra turn after the game has ended. This can't cause you to take more than one turn after the game has ended.

Permanent duration, game extender... I have no idea how to think about this.  Part of me is lukewarm on this, but the rest of me thinks that this a little warmed over.  I guess a lot of other people like permanent durations, but I'm not a fan.

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Hearts
$4 - Action-Reaction
+1 Card
+2 Actions
--
When you reshuffle, you may reveal this card from your hand and set it aside.  If you do, trash a card from your hand, and at the beginning of next turn, +$1 and return this to your hand.
--
(Rules clarification: If you draw this into your hand and trigger a reshuffle before drawing up to X cards in hand, resolve the reaction part of the card first (set this aside and trash a card from your hand).  Then, continue drawing up to X cards in hand.)

I like this for the same reason that I like Rummy.  This is great in Engines.  Rummy will help you draw your whole deck instead of most of it.  Hearts will turn an ordinary Village into a Bazaar.  It would take some setting up, but engines take some setting up... plus, this (a sub5 Village that helps with some trashing) is good for building an engine.

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Frog
$5 - Action-Reaction
+1 Card
+1 Action
+1 VP
--
When another player gains a VP token, you may reveal and discard this card; if you do, +3 Cards.

I like VP tokens, but this seems like it would go crazy... doesn't seem to help get to the endgame either.

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Scoundrel
$4 - Victory-Reaction
Worth 2 VP
--
Whenever a player (including you) plays a card that instructs you to draw exactly 1 card, you may reveal this card from your hand. If you do, +2 Cards instead.

Seems particular.  I guess this makes Margrave weaker, slightly.  Combos with Great Hall, Peddler, activated Conspirators... lots of revealing though.  Maybe it is fine?

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Tribello
$2 - Action-Reaction
+2 Actions
Choose one: Draw a card and discard a card, or +1 Buy.
--
When you discard a Victory card, you may reveal and discard this from your hand. If you do, gain a Treasure costing up to $6.

This one seems like it could be good... a $2 coster that gains Golds if you get multiples in hand with Victory cards.  Plus, you could use it for +Buy if you get all those golds in your hand with nothing to do with them.

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Jass
$5 - Action-Reaction
Discard an Action card from your hand. If you do, gain a copy of the discarded card.
--
When you gain an Action card, you may discard this from your hand. If you do, gain a copy of the gained card.
Like a Talisman or Mint that works only on Actions... not sure if that's the right way to think about it.  Could be good for building a deck of lots of Laboratories... but it competes with Lab on price.  I don't know.

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Klabberjass
$5 - Action-Reaction
+2 Cards
--
When another player gains a card, you may discard this card. If you do you may gain an Action card costing at most $2 less than it.

The reaction doesn't seem to make up for the terribleness of the main effect (+2 Cards isn't worth $2 by itself; see Moat).  The reaction seems rather weak when you think about it.  Maybe it would be better if it was "costing at most $2 more than it"...


Note:  I'm starting to get tired... so the rest will be rushed.  Sorry if  this affects your own card's commentary.

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Jungle
$3 - Action-Reaction
+2 Cards
--
When any player (including you) gains a card without buying it, you may reveal and discard this card.  If you do, you may take a copy of the gained card from the supply and place it in your hand.
--
(Rules clarification: Cards placed in your deck as a result of [This Card]'s reaction are not "gained," in the same way that you don't "gain" cards with Masquerade, so this card may not be revealed in a response to other people revealing this card.)

Crazy with Farmlanding into Provinces... or other trash for benefit... seems too good in some situations

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Knaves
$4 - Action-Reaction
+2 Cards
Discard 2 Cards.
--
You may reveal [This Card] from your hand when discarding it due to an Action. If [This Card] is among the cards discarded, you may draw the same number of cards after discarding.
The reaction confuses me.

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Michigan
$4 - Action-Reaction
+2 Buys
+$2
--
When another player plays an Attack card, you may reveal this and set it aside.  At the start of your next turn, play this immediately, without using an Action.

Decent against Minion and discard attacks.  I'm not sure what I'd do with +2 Buys if I'm not Gardening or PhilStoning.

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Ninety-Nine
$4 - Action-Reaction
+1 Buy
Gain a Silver, putting it in your hand.
--
Whenever a player gains an additional buy, you may reveal this from your hand. If you do, choose one: Silver produces $3 when played this turn; or Silver produces $1 when played this turn.
--
(Rules clarification: If multiple players reveal this card, resolve them in turn order, starting with the active player. The result will always be that the last player in turn order to reveal this card will choose the final outcome.)

Another confusing reaction... self-reacts... seems like a lot of rules clarifications reading around the table.

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Monastery
$2 - Action-Attack-Looter-Reaction
Each other player gains a Ruins.
--
When another player plays an Attack card, you may reveal this from your hand. If you do, discard any number of cards and put the rest on top of your deck in any order, then discard this card. At the start of your next turn, +5 Cards.

You could reveal this multiple times as written... reveal it 10 times, draw your deck?  Sorry, I'm tired.  Edit: Now that I'm not tired,  I'm still not excited about it.

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Wichita
$3 - Treasure-Reaction-Attack
Worth $1
Reveal the top card of your deck, you may trash it or add it to your hand.
--
When an opponent gains a card during their turn, you may reveal this to place the gained card on top of their deck instead.

So, I can stuff my opponent with a Province in his next hand if he buys one this turn?  That's kinda mean.

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Pennies From Heaven
$4 - Action-Reaction
Discard a Victory card from your hand.
If you do, gain a Silver, putting it in your hand.
--
When an opponent gains a Victory card, you may reveal and discard this from your hand.  If you do, gain a Victory card costing up to $3 less than that card.
Another defensive Duchy gainer.  I like the concept... and I like this better than the last one.  And, it's not useless usually in late game... but it feels like it would be of limited use early.

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Pyramid
$5 - Action-Reaction
+1 Buy
+$2
--
When another player gains a non-Victory card with a cost of up to $4, you may reveal this card from your hand and discard it.  If you do, gain a copy of the gained card.
In reaction mode, it is worse than workshop.  In action mode, it is Woodcutter... you don't get both, so I'm wondering why it is $5.

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Shanghai
$3 - Victory-Reaction
Worth 1 VP
--
When you draw this other than during a Clean-up phase, you may reveal it and immediately discard it.  If you do, +2 Cards.
SometimesbetterthanGreatHallButNotAlways... hmm... not too exciting to me.  Tired though.

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Finish Line
$5 - Action-Reaction
+3 Cards
--
When another player buys a Duchy you may trash this from your hand. If you do, +1 Card and gain a Duchy.

Smithy that turns into Duchy late game... like a useful until the end Feast... and it doesn't take up space in FeastMode.... uh... ok.

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Poch
$3 - Action-Reaction
Select a card on your [This Card] mat. Choose one; trash it, or put it on top of your deck.  Set aside a card from your hand onto your [This Card] mat.
--
When you gain or trash a card, you may reveal this from your hand. If you do, put it on your [This Card] mat.
--
At the end of the game, trash this and trash all cards on your mat.

I don't like it.  Seems like a useless to risky mat.  But, I'm tired... it could be awesome.

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Tripoli
$3 - Action-Reaction
+2 Cards
--
When any player plays an Attack, you may reveal this from your hand and set it aside. If you do, after the Attack resolves, discard this and +2 Cards.

Another you-may-immediately-play-this-when-activated card... like adding +1 Action to it...the set aside helps against discard attacks, too... it'sokIguess.

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Horseshoe
$5 - Action-Reaction
Discard any number of cards. For each card you discard, +1 Action, +1 Card, +1 Buy.
--
When you would gain a card, you may reveal this from your hand. If you do, instead, gain a Copper, putting it into your hand.

With a big hand, this is Cellar with loads and loads of Actions and Buys... I'm not sure how useful those extra actions and buys are though... the reaction seems mild... usually don't want to gain loads of copper.

============== And now it is time for me to go... I apologize to the rest of the cards.  I don't know if I'll get to them, but I'm sure they're lovely.  I'll read them and others' comments before voting.  Overall, nice cards y'all! ================

Piquet
$4 - Action-Reaction
+$1
Set aside up to 2 Treasure cards from your hand on your [This Card] mat. Cards on your [This Card] mat may be returned to your hand at the start of your buy phase. Return them to your deck at the end of the game.
--
When you would gain a card, you may reveal this from your hand. If you do, instead, gain a Copper, setting it aside on your [This Card] mat.


Cuttle
$4 - Action-Duration-Reaction
Now and at the start of your next turn:
+1 Card
Trash a card from your hand.
--
Whenever another player trashes a card, you may play this card.


All Fours
$4 - Action-Reaction
+$2
--
When you discard a card from your hand other than during your Clean Up Phase, you may reveal this and set it aside.  If you do, gain a Gold and discard an additional card.
--
(Rules clarification: Cards set aside are returned to your hand at the start of your next turn or discarded at the start of your next Clean Up Phase, whichever comes first.)


Casino
$4 - Action-Reaction
+$2
You may set aside this and and a card from your hand onto your [This Card] mat.
You may trash a card from your [This Card] mat.
--
When you gain a card, you may reveal this from your hand. If you do, put the card on your [This Card] mat. At the end of the game, return all cards on the [This Card] mat to your deck.
[/quote]
« Last Edit: September 29, 2012, 12:03:00 pm by nopawnsintended »
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eHalcyon

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #89 on: September 28, 2012, 05:58:26 pm »
0

@nopawnsintended

Pitch is broken with HoP. :P

Are you misreading Anaconda?  It isn't a defensive reaction, since it only works off of your own gain.

Monastery should only be revealable once.  Reading it, you should either discard Monastery or put it on top of your deck.  It does have a superfluous line, "then discard this card" -- you can't, because the previous directions already told you to either discard it or topdeck it.
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popsofctown

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #90 on: September 28, 2012, 06:55:20 pm »
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I disagreed with many of Ehalcyon's criticisms.  One of them might be mine.


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Pitch
$3 - Action-Reaction
Trash a card from your hand.  Gain a Silver.
--
When you gain a card, you may reveal this from your hand.  If you do, put that card into your hand.

Unchecked, gaining cards to hand leads to broken combos.  Example:

I have 4 unique cards in play.  Buy phase starts, I play HoP.  I gain a HoP.  I play it.  I gain a HoP.  And so on.

Or even better -- 5 unique cards to start, HoP gains BV with HoP.  Two piles instantly gone!
I have to disagree.  You have to line up Pitch and Horn of Plenty in the same hand, that's Treasure Map difficulty right there.  It gets harder than Treasure Map when that very same hand needs to have enough cantrips and Labs to reach 5 unique cards, because Pitch doesn't help with that.  Then when you pull that off you have 10 Horn of Plenties, which I find much more underwhelming than 4 Golds.  The Horn of Plenties all have the same name.  How do you win from there?  That will be the last time you hit 5$ with a Horn of Plenty all game.

Of course, you could just gain 4 Horn of Plenties.  Then we're accomplishing a Treasure Map style feat and getting a Treasure Map style effect.  I'm ok with that.  It's not wrong, just different.

Border Village is a three card combo, and I never think 3 card combos are sufficient reason to scrap a card. I'm not sure it's so terrible anyway, the player without Pitch can just buy a single HoP.  Then the chain would end with 1 Border Village remaining in the pile, frustrating the rush IGG style.  Good luck hitting 6 again with 9 Horn of Plenties.
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Poker
$3 - Action-Reaction
+1 VP
--
When another player gains a Province, you may trash this card from your hand. If you do, gain a Duchy.

Ehh.  A card that only gives +1VP could lead to stagnant games.  Monument at least gives you money to encourage you to buy something.  Seems too weak to me, anyway.
[/quote]
I think that if this card has a fault, it's not so much the stagnation.  We know Monument is solid and balanced giving +2$ and a VP chip.  Subtracting a massive 2$ from the card means that usage of this guy will definitely be tied to the reaction.  And I don't hate the reaction it's a nice way to let a player catchup and/or try alternative strategies.
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Bridge
$4 - Action-Reaction
+1 Card
+1 Buy
+$2
Discard 2 Cards.
--
When an opponent buys more than one card during his buy phase, you may reveal and discard this card; if you do +1 Card, gain a Silver to your hand.

This isn't the Bridge I know. ;)

I think I need to evaluate this later.  Off the bat, it looks quite strong.  I like that it has +Buy, since the ones in the +Buy contest were not particularly inspiring.  I think it would be fine.
As I posted earlier, punishing creative +buy usage is just bad design.  If you like +buy, Ehalcyon, you should dislike this card.
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Anaconda
$3 - Victory
Worth 2 VP
--
Whenever you gain a Victory card costing $6 or less, you may reveal and trash this card from your hand. If you do, gain a copy of it.

A copy of "it"?  Probably means the Victory card you gained, not another Anaconda.  But it's ambiguous.

I think this is OK, though not a huge fan.
Why not?


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Pinochle
$4 - Action-Reaction
Look at the top 2 cards of your deck. Discard one of them. Put the other one on top of your deck.
+2 Actions
+$1
--
When another player plays an Attack card, you can discard this to gain a [This Card], placing it on top of your deck.

Why do the vanilla bonuses come at the end?

This looks really weak to me.  Consensus was that +2 Actions, +$1 would be weak even at $2.  This little bit of filtering isn't enough to jump the price to $4.
There's synergy though, Village decks benefit from filter and the reaction helps you line up Villages and terminals.  Not every card needs to be crazy strong.  Compare this to Oracle, which gives you 2 of the "action or card" enginey commodities, but doesn't give you +1$ and instead gives you an attack.  It's not a Margrave but it's fun to see when it's worth your while.
I really like how this deals with almost every kind of attack, similar to Watchtower.  Something for cursing, discard attacks, spies, and deck inspection attacks.
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Go Fish
$4 - Action-Reaction
+$1
Trash up to two cards.
--
When you would trash a card, you may reveal this from your hand.  If you do, discard this and put the trashed card aside.
Put that to your discard pile in your clean-up phase.

Not a new idea.  Can't remember if it had any broken combos.  I imagine it should have a cost range in the same vein as Graverobber.
I dislike this style of criticism.  It vaguely suggests that the card might be imbalanced, but doesn't make a concrete, clear arguments why the libel is warranted (with Pitch, I have to concede you were concrete and clear about what you thought was wrong)
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Frog
$5 - Action-Reaction
+1 Card
+1 Action
+1 VP
--
When another player gains a VP token, you may reveal and discard this card; if you do, +3 Cards.

No to non-terminal VP gainer.  Encourages endless games where you just try to play this as much as possible.
The double lab probably makes people buy Provinces.  I don't think the problem is that the forced mirror match never ends, its that it's a forced mirror match.  Like IGG - my complaint is not that it makes the game last too long, but, I do have a complaint..


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Klabberjass
$5 - Action-Reaction
+2 Cards
--
When another player gains a card, you may discard this card. If you do you may gain an Action card costing at most $2 less than it.

Seems very board dependent.  The Action portion has no appeal at all.  The reaction seems like a variation on Smugglers.  I suspect this would be weak.
[/quote]
The reaction isn't very board dependent, it's a nonterminal workshop-superworkshop on any board.  People are gonna buy Provinces, golds, and 5's.  You can hose this by buying Duchy/Silver instead, and that's what I think makes this a nifty, interesting card with fun 3 pile ending games.
The Action portion doesn't need to be appealing, because the reaction can almost stand alone. 



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Wichita
$3 - Treasure-Reaction-Attack
Worth $1
Reveal the top card of your deck, you may trash it or add it to your hand.
--
When an opponent gains a card during their turn, you may reveal this to place the gained card on top of their deck instead.

The reaction is not useful until the late game, when people start greening.  I don't think it would be worth it to get a $3 Copper.  The on-play effect (which needs some rewording)  is OK.
You're reading it wrong dude.  It's a Loan that can trash Estates and draw Silvers!
This is better than Develop or Trade Route and at least on par with Loan, that is to say, this is a good enough trasher that I don't worry about it never seeing play.

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Shanghai
$3 - Victory-Reaction
Worth 1 VP
--
When you draw this other than during a Clean-up phase, you may reveal it and immediately discard it.  If you do, +2 Cards.

"When you draw this" is not a practical trigger.  It will drastically slow down games with any card draw as people have to check each card before adding them to their hand.
You can check each group of cards , it's a commutative thing, you don't have to draw Smithy's cards separately.
I don't think it's that much of a problem.


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eHalcyon

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #91 on: September 28, 2012, 07:32:31 pm »
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@pops

Pitch -- I don't think it is so difficult to get HoP to 5 uniques.  I expect it would be fairly simple.  Copper, Silver, Gold, X, HoP.  Maybe another Pitch, if you get several -- because unlike TM, Pitch itself is not a dead card and has a useful effect.  If you have some other gainers, you could actually use them to gain something right to hand and then place it, to boost HoP further.  It looks pretty easy to set it up to me.  The brokeness part isn't in gaining 5 HoP -- it's in taking down a nearly full pile in one fell swoop.  Possibly two piles.  I think it would be too easy to set up.

Bridge -- I'm not sure what the issue is?  I was not particularly favourable on Bridge -- I just said that I think it would be OK.  As far as +Buy goes, I'm just not fond of most of the "creative" usages in the +Buy contest.  I'm not punishing them.  I'm simply not giving them extra points for doing something crazy.

Anaconda -- I'm not sure why I don't really like it.  I did say that I thought it would be OK.

Pinochle -- I'm not down on it because it's weak.  I'm down on it because it's weak and costs $4.  I think this would be fine at $2.  The reaction doesn't help you line anything up -- it just gives you more Pinochles, and that's not that great.  It doesn't compare to Oracle at all, because Oracle draws cards.  It doesn't really deal with any attacks -- it just lets you gain more of itself.  Unless you mean the on-play effect?  But that's just minor filtering.  Pinochle would be fine at $2.

Go Fish -- I am a little short, but there are a lot of entries!  The latter sentence is concrete -- I compare it to Graverobber.  Note that Graverobber has a cost range.  Go Fish has a similar function, except it is proactive (prevent from going to trash vs. fishing out of trash).  Since Donald X. saw fit to put a restriction on GR, I believe there must have been some problem that required that restriction.  Therefore Go Fish should probably have a similar restriction.

Klabberjass -- I don't quite understand your defence of the card.  I think it is board dependent because sometimes there just aren't any actions you'll really want.  When the opponent buys Gold, the best you can get is a $4 card.  When he buys a Province, what good action will you pick up?  Why did you pick up Klabberjass instead of the good action in the first place?  Will it even help, since your opponent is already greening?

Wichita -- I said the on-play was fine. :P

Shanghai -- eh, maybe.  It still worries me.  There has been discussion about this elsewhere in the forums.
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AJD

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #92 on: September 28, 2012, 07:57:18 pm »
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Go Fish
$4 - Action-Reaction
+$1
Trash up to two cards.
--
When you would trash a card, you may reveal this from your hand.  If you do, discard this and put the trashed card aside.
Put that to your discard pile in your clean-up phase.

This should be "when you trash", not "when you would trash"; otherwise there's no "trashed card" to set aside. (And if it were a "would trash" effect, then it would give you no benefit to reveal it in response to, say, Mining Village or, in most cases, Trading Post. I dunno, that might be desirable?)

Effects that trash multiple cards trash them simultaneously. It's not clear from the wording whether this untrashes all of the cards being trashed or just one of them.

If this reacts on someone else's turn, the trashed cards wait until the end of your next turn to be returned to you, I guess?
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Polk5440

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #93 on: September 28, 2012, 08:18:54 pm »
+1


Quote
Pitch
$3 - Action-Reaction
Trash a card from your hand.  Gain a Silver.
--
When you gain a card, you may reveal this from your hand.  If you do, put that card into your hand.

Unchecked, gaining cards to hand leads to broken combos.  Example:

I have 4 unique cards in play.  Buy phase starts, I play HoP.  I gain a HoP.  I play it.  I gain a HoP.  And so on.

Or even better -- 5 unique cards to start, HoP gains BV with HoP.  Two piles instantly gone!
I have to disagree.  You have to line up Pitch and Horn of Plenty in the same hand, that's Treasure Map difficulty right there. 

Let's try a different example, then. Perhaps a Gardens/Silk Road rush?

Open Pitch-Ironworks. When you get Pitch and Ironworks together (as early as turn 3) use the Ironworks to gain an Ironworks. Reveal Pitch. Place Ironworks in hand, play Ironworks... empty Ironworks pile (in one turn!). Proceed to Ironworks all cheap green in sight, empty 3 piles, and win.
« Last Edit: September 28, 2012, 08:22:03 pm by Polk5440 »
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popsofctown

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #94 on: September 28, 2012, 08:44:15 pm »
0

@pops

Pitch -- I don't think it is so difficult to get HoP to 5 uniques.  I expect it would be fairly simple.  Copper, Silver, Gold, X, HoP.  Maybe another Pitch, if you get several -- because unlike TM, Pitch itself is not a dead card and has a useful effect.  If you have some other gainers, you could actually use them to gain something right to hand and then place it, to boost HoP further.  It looks pretty easy to set it up to me.  The brokeness part isn't in gaining 5 HoP -- it's in taking down a nearly full pile in one fell swoop.  Possibly two piles.  I think it would be too easy to set up.
Copper, Silver, Gold, X, HoP is a 5 card hand without a Pitch in it..
Emptying a pile doesn't mean anything at all unless you have the VP lead to back it up.  There's no VP lead here. 
All you've done is prove the card creates a really fast way to concede, just like rushing Hamlet, Ruins, and Estates can three pile a game. 
Quote
Bridge -- I'm not sure what the issue is?  I was not particularly favourable on Bridge -- I just said that I think it would be OK.  As far as +Buy goes, I'm just not fond of most of the "creative" usages in the +Buy contest.  I'm not punishing them.  I'm simply not giving them extra points for doing something crazy.
I meant, using a +buy card during a dominion game to pick up two different engine pieces should be rewarded Goons style, not punished Bridge style.  Buying Village/Baron is part of a skill intensive strategy, buying Gold/nothing is a simplistic strategy.  Bridge scares you into the latter.

Quote
Pinochle -- I'm not down on it because it's weak.  I'm down on it because it's weak and costs $4.  I think this would be fine at $2.  The reaction doesn't help you line anything up -- it just gives you more Pinochles, and that's not that great.  It doesn't compare to Oracle at all, because Oracle draws cards.  It doesn't really deal with any attacks -- it just lets you gain more of itself.  Unless you mean the on-play effect?  But that's just minor filtering.  Pinochle would be fine at $2.
Well that's some amount of clarification.  I was picking up the feeling you thought it was too weak at any cost.
Quote
Go Fish -- I am a little short, but there are a lot of entries!  The latter sentence is concrete -- I compare it to Graverobber.  Note that Graverobber has a cost range.  Go Fish has a similar function, except it is proactive (prevent from going to trash vs. fishing out of trash).  Since Donald X. saw fit to put a restriction on GR, I believe there must have been some problem that required that restriction.  Therefore Go Fish should probably have a similar restriction.
I feel like you should have an example.  Someone mentioned Expanding Province into Province being kinda whack, that's a good point there.
Quote
Klabberjass -- I don't quite understand your defence of the card.  I think it is board dependent because sometimes there just aren't any actions you'll really want.  When the opponent buys Gold, the best you can get is a $4 card.  When he buys a Province, what good action will you pick up?  Why did you pick up Klabberjass instead of the good action in the first place?  Will it even help, since your opponent is already greening?
There's almost always something good at 5$.  It's the same reason University is printable.  Law of averages.  It's no more board dependent than  Village's dependence on terminals.  There's almost always a terminal. 
Quote
Shanghai -- eh, maybe.  It still worries me.  There has been discussion about this elsewhere in the forums.
This might be ad hom, but how much paper dominion do you play?  When I have an engine roaring in paper dominion, I start checking cards as I draw them to see if they are cantrips i can immediately lay on the table.  So this just doesn't strike me as problematic.

@Polk, preview edit: 2 card combos are worthy of concern, 3 card combos are grains of sand on a Dominion beach of possible kingdoms. 

For example, Tunnel/Hamlet/Apprentice is a 3 card combo that forces a luckbased mirror too, but none of those cards should die because it doesn't come up often.
« Last Edit: September 28, 2012, 08:48:43 pm by popsofctown »
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Rush_Clasic

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #95 on: September 28, 2012, 08:51:08 pm »
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Whist
$4 - Action-Reaction
+3 Cards
You may discard a Curse. If you do, +1 Action. If you do not, gain a Curse.
--
When you would gain a Curse, you may discard this from your hand. If you do, your opponents gain a Curse instead.

Unlike some, I think there's room for reactions that hurt attackers. But it has to be subtle, and this is anything but.

Pitch
$3 - Action-Reaction
Trash a card from your hand.  Gain a Silver.
--
When you gain a card, you may reveal this from your hand.  If you do, put that card into your hand.

Simple interactions that work well together. Like, REALLY well. It doesn't do much against attacks on the surface, but the synergy brings it all together. This is sick against Mountebank, netting you an extra $1 for your turn and giving you something easy to trash. I love this card all around. It's just so damn elegant. It's the type of card I'm jealous for not coming up with. All that said, it really should set itself aside. You can get endless gain cycles with this and certain comboes in the game otherwise.

Rummy
$3 - Action-Reaction
+2 Cards
--
When your discard pile is empty, you may reveal and discard this card. If you do +3 Cards.

This fella is odd. I think the reaction condition is a nifty one, and though it doesn't play too much with opposing cards, there's enough things other players can do to force you into shuffling, so it deserves to be a reaction. I'd write it "When your discard pile becomes empty..." Reactions look for events to trigger off, not conditions. I like enough for what it is.

Poker
$3 - Action-Reaction
+1 VP
--
When another player gains a Province, you may trash this card from your hand. If you do, gain a Duchy.

Doesn't influence you enough to move the game along.

Bridge
$4 - Action-Reaction
+1 Card
+1 Buy
+$2
Discard 2 Cards.
--
When an opponent buys more than one card during his buy phase, you may reveal and discard this card; if you do +1 Card, gain a Silver to your hand.

It's messy and not a trigger condition I find to be all that interesting.

Anaconda
$3 - Victory
Worth 2 VP
--
Whenever you gain a Victory card costing $6 or less, you may reveal and trash this card from your hand. If you do, gain a copy of it.

Intriguing. Although I'm not strict on the following rule, I like reactions a whole lot better when they interact with the opponent. It's the whole reason for them being reactions, really. This only interacts with Governor, Saboteur, and Swindler that I can tell. Which might be enough. Still, I wish there was a way for this card to be more interesting in actual game-play. It's a nice idea on paper, but I fear it might end there.

Klondike
$4 - Action/Reaction
+2 Cards
+$1
--
When you discard a card from your hand or your deck, you may reveal this from your hand. If you do, put that card on the top or bottom of your deck, your choice.
--
(Rules clarification:  You must discard the card directly from your hand or your deck in order to use this card's Reaction ability. If the card must first be set aside, such as with Library or Adventurer, this card's Reaction ability cannot be used.)

It's okay. The card doesn't really meld together for me.

Canfield
$5 - Action-Reaction
Gain a card costing up to $4.
--
When you gain a card you may discard this.  If you do, trash that card and gain a card costing up to $2 more.

This is easily fair at $4. It's either a bad workshop or a one-shot remodel. The combination makes it a nice card, though.

Baccarat
$4 - Action-Reaction
+3 Cards
Discard 2 cards.
--
When another player plays an Attack card, you may reveal and discard this from your hand.  If you do, your opponent trashes that Attack card, and you both may gain a card costing at most $2 less than the trashed card; +1 Card.
--
(Rules clarification:  Your choice of gained card and your opponents choice are independent of each other.)

Not a fan of that reaction. Making it one sided seems a bit more fair. You are nuking their card, after all.

Euchre
$3 - Action-Reaction
+2 Cards
+1 Buy
--
When another player gains a Victory card, you may set this aside from your hand.  If you do, then at the start of your next turn, +2 Cards, +1 Buy, and discard this.

"When another player gains a Victory card: +1 Action." :P I know it can't be worded that way, but that's basically what the card does. I suppose its an okay idea, but the interaction is so minimal that all the extra text feels like a waste.

Pinochle
$4 - Action-Reaction
Look at the top 2 cards of your deck. Discard one of them. Put the other one on top of your deck.
+2 Actions
+$1
--
When another player plays an Attack card, you can discard this to gain a [This Card], placing it on top of your deck.

It fights attacks by flooding your deck with itself? That could be cool if the card were better at interacting with attacks.

Blackjack
$3 - Action-Reaction
+1 Action
+1 Buy
+$2
Discard 2 cards.
--
When you discard this from your hand other than during a Clean-up phase, you may reveal it. If you do, +2 Cards.

I like self-interaction, but it feels so heavy handed here.

Canasta
$4 - Action-Reaction
Gain a Copper, putting it on top of your deck.
+3 Cards
+1 Buy
--
When a card played as an action would cause you to gain a card, you may reveal this from your hand.  If you do and if this is the first time you have revealed [This Card] in reaction to that action, you may trash the gained card or gain an additional copy of it.
--
(Rules clarification: A card played as an action means that this card cannot react to the gaining effect of Fool's Gold or Market Square or the additional copies gained by itself, for example.  If you play two Workshops while this card is in hand, you may react to both, gaining an additional copy of the gained card each time if desired; but if you play one Workshop while you have two copies of this card in hand, you may react with both, but only the first will allow you to gain an additional copy of, or trash, the gained card.)

Bleh. Too much reading for the end result. Wordy cards need to wow!

Crazy Eights
$3 - Action
+1 Card
+1 Action
Look at the top card of your deck. You may discard it or put it back.
--
When you would discard a card other than from play, you may reveal this from you hand. If you do, trash that card instead.

Ooooo... intriguing. I'd assume that you can't reveal this during the Clean-up discard since they're all getting discarded at the same time. It'd probably be more sensible to write "When you discard a card from your deck or hand other than during Clean-up,..." I like that card. The attack part of Spy was never that great anyway.

Go Fish
$4 - Action-Reaction
+$1
Trash up to two cards.
--
When you would trash a card, you may reveal this from your hand.  If you do, discard this and put the trashed card aside.
Put that to your discard pile in your clean-up phase.

Meh. I don't want my trashed card's back 98% of the time.

Savannah
$4 - Action-Reaction
+2 Actions
+1 Buy
+$1
--
When you draw this during a Clean-Up phase you may discard it. If you do, +2 Cards.
--
(Rules clarification: If you draw a [This Card] during your Clean-Up phase, even as a result of discarding a [This Card], you may choose to discard it for its draw effect. You do not need to discard it the moment you draw it, only before you declare your Clean-Up phase over.)

Such a narrow reason to have a reaction.

Old Maid
$2 - Action-Reaction
+2 Actions
--
When another player plays a card with the wording "+2 Actions" you may set this card aside from your hand. If you do, at the start of your next turn, return this card to your hand and +1 Card.

That's silly. Specific and silly. I like looking for novel things to react to, but this doesn't feel like a production one.

Cribbage
$5 - Action-Reaction
+2 Cards
+1 Action
+$1
Discard 2 cards.
--
When any player gains a Victory card you may reveal and discard this, if you do gain a Gold.

In general, if the bottom half of your reaction has nothing to do with the top half, making the top half elegant is the way to go. As is, this card is crowded.

Spades
$7 - Action-Duration-Reaction
Now and at the start of all future turns: +$1.
--
While this is in play, when the game ends, you may reveal this from your play area. Take an extra turn after the game has ended. This can't cause you to take more than one turn after the game has ended.

Whoa. That's sort of cool. Changes the whole dynamic of play in a lot of cases. If you have this out, you almost never want to be the one that ends the game. I'm not sure if that's a good facet to have. I'm not gonna vote for this, but I find the concept extremely interesting and worthy of some play-testing.

Hearts
$4 - Action-Reaction
+1 Card
+2 Actions
--
When you reshuffle, you may reveal this card from your hand and set it aside.  If you do, trash a card from your hand, and at the beginning of next turn, +$1 and return this to your hand.
--
(Rules clarification: If you draw this into your hand and trigger a reshuffle before drawing up to X cards in hand, resolve the reaction part of the card first (set this aside and trash a card from your hand).  Then, continue drawing up to X cards in hand.)

I think "When you reshuffle" can work as a trigger, but I don't like the extraneousness of the full reaction. Just trashing a card seems good enough.

Frog
$5 - Action-Reaction
+1 Card
+1 Action
+1 VP
--
When another player gains a VP token, you may reveal and discard this card; if you do, +3 Cards.

Doesn't encourage the game to move on. In fact, it encourages you to just spam these and go into endless VP gaining.

Scoundrel
$4 - Victory-Reaction
Worth 2 VP
--
Whenever a player (including you) plays a card that instructs you to draw exactly 1 card, you may reveal this card from your hand. If you do, +2 Cards instead.

That's not a very pretty trigger. And it triggers way too often.

Tribello
$2 - Action-Reaction
+2 Actions
Choose one: Draw a card and discard a card, or +1 Buy.
--
When you discard a Victory card, you may reveal and discard this from your hand. If you do, gain a Treasure costing up to $6.

It's an okay thing to trigger off of, as it happens with just the right amount of frequency, but its basically better than Tunnel in most ways.

Jass
$5 - Action-Reaction
Discard an Action card from your hand. If you do, gain a copy of the discarded card.
--
When you gain an Action card, you may discard this from your hand. If you do, gain a copy of the gained card.

Quite the spammer! It seems like some strong interactions can come up when you Jass into Jass into Jass, but then, that takes a long time to set up and gives you a ton of terminals. I think this is balanced and well designed.

Klabberjass
$5 - Action-Reaction
+2 Cards
--
When another player gains a card, you may discard this card. If you do you may gain an Action card costing at most $2 less than it.

The regular play half feels like a punishment when you don't discard this. That's one of the reasons they made Border Village a cantrip: it's never useless! A similar route would make this less of a groaner when you had to hold onto it.

Jungle
$3 - Action-Reaction
+2 Cards
--
When any player (including you) gains a card without buying it, you may reveal and discard this card.  If you do, you may take a copy of the gained card from the supply and place it in your hand.
--
(Rules clarification: Cards placed in your deck as a result of [This Card]'s reaction are not "gained," in the same way that you don't "gain" cards with Masquerade, so this card may not be revealed in a response to other people revealing this card.)

I like that "Remodel for Gold" is a thing in this game. I like that its difficult enough to achieve and that it has a fairly even power-level. I don't like that your card rewards a player for watching someone else do that.

Knaves
$4 - Action-Reaction
+2 Cards
Discard 2 Cards.
--
You may reveal [This Card] from your hand when discarding it due to an Action. If [This Card] is among the cards discarded, you may draw the same number of cards after discarding.

The base-action is sooooooooo weak, even with the self-synergy. The trigger condition could be an interesting one, though. I like that it works for Militia and Cellar and Vault. But it could easily just read "When you discard this from your hand other than during Clean-up..."

Michigan
$4 - Action-Reaction
+2 Buys
+$2
--
When another player plays an Attack card, you may reveal this and set it aside.  At the start of your next turn, play this immediately, without using an Action.

+2 Buys is such an awkward thing to see that it really wants an apparent reason for being on a card.

Ninety-Nine
$4 - Action-Reaction
+1 Buy
Gain a Silver, putting it in your hand.
--
Whenever a player gains an additional buy, you may reveal this from your hand. If you do, choose one: Silver produces $3 when played this turn; or Silver produces $1 when played this turn.
--
(Rules clarification: If multiple players reveal this card, resolve them in turn order, starting with the active player. The result will always be that the last player in turn order to reveal this card will choose the final outcome.)

I like the idea, I just wish there was a more managable way to do it.

Monastery
$2 - Action-Attack-Looter-Reaction
Each other player gains a Ruins.
--
When another player plays an Attack card, you may reveal this from your hand. If you do, discard any number of cards and put the rest on top of your deck in any order, then discard this card. At the start of your next turn, +5 Cards.

Sorta interesting. I don't know what to think of a junker at $2. Probably makes you want to go big money unless there are good junkers available. The reaction is a fun idea, though. Recycle your hand! I think I'd still rather this be reworked into a higher cost.

Wichita
$3 - Treasure-Reaction-Attack
Worth $1
Reveal the top card of your deck, you may trash it or add it to your hand.
--
When an opponent gains a card during their turn, you may reveal this to place the gained card on top of their deck instead.

That's a really weak and obstuse reaction. It's such an odd way to hate on someone greening when you could just make it part of the actual playing of the card in some way and get an actively interesting card.

Pennies From Heaven
$4 - Action-Reaction
Discard a Victory card from your hand.
If you do, gain a Silver, putting it in your hand.
--
When an opponent gains a Victory card, you may reveal and discard this from your hand.  If you do, gain a Victory card costing up to $3 less than that card.

Fringe usefulness. I suppose it helps you catch up when they're running out Provinces. It's okay.

Pyramid
$5 - Action-Reaction
+1 Buy
+$2
--
When another player gains a non-Victory card with a cost of up to $4, you may reveal this card from your hand and discard it.  If you do, gain a copy of the gained card.

Not pointing out you, I swear, but this idea seems popular. I just think Smugglers doesn't it cleaner.

Shanghai
$3 - Victory-Reaction
Worth 1 VP
--
When you draw this other than during a Clean-up phase, you may reveal it and immediately discard it.  If you do, +2 Cards.

Could probably be worth 2VP without batting an eyelash. I don't like the draw trigger. I've experienced what it's like playing with similar mechanics via Magic and it's just not fun.

Finish Line
$5 - Action-Reaction
+3 Cards
--
When another player buys a Duchy you may trash this from your hand. If you do, +1 Card and gain a Duchy.

Fairly straight-forward. A lot of complicated stuff tossed about this round, but I think this is sensible just the way it is. I'm not even sure it would be over-powered letting you gain Duchies yourself (but it probably is). This could get +1 Buy without harm.

Poch
$3 - Action-Reaction
Select a card on your [This Card] mat. Choose one; trash it, or put it on top of your deck.  Set aside a card from your hand onto your [This Card] mat.
--
When you gain or trash a card, you may reveal this from your hand. If you do, put it on your [This Card] mat.
--
At the end of the game, trash this and trash all cards on your mat.

A commonly done idea that I've seen done cleaner. =/

Tripoli
$3 - Action-Reaction
+2 Cards
--
When any player plays an Attack, you may reveal this from your hand and set it aside. If you do, after the Attack resolves, discard this and +2 Cards.

This is a general complaint: why, when Moat exists, do people insist on costing +2 Cards at $3? Especially when the reactions have been arguably weaker than Moat.

Horseshoe
$5 - Action-Reaction
Discard any number of cards. For each card you discard, +1 Action, +1 Card, +1 Buy.
--
When you would gain a card, you may reveal this from your hand. If you do, instead, gain a Copper, putting it into your hand.

I'm not a fan of this type of +Action spamming, even on a $5 card. The reaction itself is sorta weak, though I suppose it could be interesting in certain +Buy spams and is okay against Junkers.

Piquet
$4 - Action-Reaction
+$1
Set aside up to 2 Treasure cards from your hand on your [This Card] mat. Cards on your [This Card] mat may be returned to your hand at the start of your buy phase. Return them to your deck at the end of the game.
--
When you would gain a card, you may reveal this from your hand. If you do, instead, gain a Copper, setting it aside on your [This Card] mat.

I dig the Native Village feel, but 1 card at a time feels fine. The reaction has the stats as the above card, really, but it is interesting that you can save it for later.

Cuttle
$4 - Action-Duration-Reaction
Now and at the start of your next turn:
+1 Card
Trash a card from your hand.
--
Whenever another player trashes a card, you may play this card.

Now that Dark Ages has given us cards with 3 types, it doesn't look at ugly as I thought it might. Still, Reactions and Durations exist on opposite ends of the spectrum and should rarely be mixed... except that I find this case to be a neat exception. I think it ultimately runs the risk of being too much better than Caravan, but I still think you found an example of something I didn't think I'd ever like, so that's cool in itself.

All Fours
$4 - Action-Reaction
+$2
--
When you discard a card from your hand other than during your Clean Up Phase, you may reveal this and set it aside.  If you do, gain a Gold and discard an additional card.
--
(Rules clarification: Cards set aside are returned to your hand at the start of your next turn or discarded at the start of your next Clean Up Phase, whichever comes first.)

So, discard, set this aside, and discard again? Man that's steep.

Casino
$4 - Action-Reaction
+$2
You may set aside this and and a card from your hand onto your [This Card] mat.
You may trash a card from your [This Card] mat.
--
When you gain a card, you may reveal this from your hand. If you do, put the card on your [This Card] mat. At the end of the game, return all cards on the [This Card] mat to your deck.

I like the Native Village reaction idea, I just like it in a simpler fashion. It's already a wordy concept and a bit more conplex than your standard card.

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

I'm not usually one to harp on about power-level, but a lot of these submissions dwarfed the top-half of the card needlessly. 9/10 times, the top-half of your card doesn't need to be much weaker than its non-reaction equivalent. Maybe if your reaction is very powerful you'd have a case, but that's usually another problem altogether. The reaction on Moat is really good at what it does, and yet its still a +2 Cards for $2.
« Last Edit: September 28, 2012, 08:54:45 pm by Rush_Clasic »
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eHalcyon

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #96 on: September 29, 2012, 12:16:40 am »
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@pops #94

Pitch -- but the ability to completely take out a whole pile so quickly is an issue.  If you don't like the HoP example, Polk's Ironworks example is very, very good, and it is something worth worrying about.  You can't write it off as a 3 card combo.  3 card combos do come up, and there are several cards that could fill the third slot -- Gardens, SR, GH, Island.  This kind of combo is far more dangerous than Tunnel/Hamlet/Apprentice.

Bridge -- I think I'm starting to see what you're getting at.  You dislike the reaction because it discourages opponents from using their +Buy?  I just don't really see it as a punishment.  Does Fool's Gold punish you for buying Provinces?  Eh.

Klabberjass -- University can gain you $5 cards quickly though, and it has +2 actions to support the gaining of terminals.  Klabberjass cannot do the same, because it is entirely dependent on the opponent buying an expensive card while you have Klabberjass in hand.  That's quite a few things that need to line up!  Also, to be snarky -- does Klabberjass punish you for buying an expensive card? :P  The other thing about Klabberjass is that you would only want to use it when you can gain cantrips, or if there are villages.  If it's a board full of terminals, you almost never want to load up on them.  Not that Klabberjass is all that fast.

Shanghai -- meh, it's a fair point.  No, I don't play that much.  But I'm not just going off of my own intuition.  I'm also considering conversation that came up in this very thread.  Example:

When you draw cards with Smithy, they go directly into my hand before I even look at what they are, and indeed before I should have to look at what they are.  It's a completely different operation, both logically and according to the Dominion rules.

This is not to say people can't experiment with reactions like that and see how they work in practice.  I just don't believe it can work without changing the mechanics of how Dominion is played in a tedious, fiddly kind of way.

Maybe Shanghai is just fine.  I'm just saying that it could be an issue.  Perhaps my original wording of "drastically slow" was a bit too harsh though.
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Tejayes

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #97 on: September 29, 2012, 12:40:31 am »
0

I want to preface my critique of these Reaction cards with a general thought on the type.

Currently, there are nine official Kingdom Reaction cards (so I'm not counting Hovel). Of these official nine...
  • None cost more than $4. Not saying a winning entry should be $4 at most, but it's hard to judge when there are no official $5+ Reactions.
  • All of their non-Reaction abilities are fitting for their price, if not spectacular.
  • Only Fool's Gold, Watchtower, and Trader have Reaction abilities that can be used in every game. The rest require certain abilities that don't appear in every Kingdom.
  • Most of them have some synergy between the Reaction and other abilities (Secret Chamber deals with cards you don't want right now, Horse Traders gives you more cards to discard, you can usually draw top-decked cards with Watchtower right away, etc.).

While I'll be keeping these points in mind as I review, a good Reaction card does not need to follow all of these guidelines. If a Reaction ability is strong and almost always useful, then a weak non-Reaction ability could work. Also, the two abilities don't exactly need to be correlated (looking at Moat, especially) as long as they both do a good job that warrants a gain either way. Finally, if I like a $5+ entry, I'll vote for it.

Oh, and one of these is mine, of course.

Whist
$4 - Action-Reaction
+3 Cards
You may discard a Curse. If you do, +1 Action. If you do not, gain a Curse.
--
When you would gain a Curse, you may discard this from your hand. If you do, your opponents gain a Curse instead.

The big problem with this Reaction comes in multiplayer games. If you reveal a Whist and the other victim of a Cursing attack doesn't, does that mean that player gains 2 Curses? And what if the attacker then reveals a Whist of his own? Does unlucky schmo #3 gain 3 Curses now? That's too shenaniganny for me.

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Pitch
$3 - Action-Reaction
Trash a card from your hand.  Gain a Silver.
--
When you gain a card, you may reveal this from your hand.  If you do, put that card into your hand.

Decent Action ability that's not too powerful, and the two abilities have good synergy. However, this could be a bit strong when you can gain powerful cards easily, like with Remodel or Tunnel.

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Rummy
$3 - Action-Reaction
+2 Cards
--
When your discard pile is empty, you may reveal and discard this card. If you do +3 Cards.

Weak Action, but the very strong Reaction makes up for it. I agree with Rush_Clasic that the wording of the reaction could be a bit better, but this has potential.

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Poker
$3 - Action-Reaction
+1 VP
--
When another player gains a Province, you may trash this card from your hand. If you do, gain a Duchy.

Action is much weaker than Monument, and the Reaction just seems a little meh at $3. Not worth getting until the end game, and even then you probably won't get a lot of use out of this. Pass.

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Bridge
$4 - Action-Reaction
+1 Card
+1 Buy
+$2
Discard 2 Cards.
--
When an opponent buys more than one card during his buy phase, you may reveal and discard this card; if you do +1 Card, gain a Silver to your hand.

The synergy between the two parts is there, but each half just has so much going on. Pass.

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Anaconda
$3 - Victory
Worth 2 VP
--
Whenever you gain a Victory card costing $6 or less, you may reveal and trash this card from your hand. If you do, gain a copy of it.

Same Victory ability as Tunnel, and certainly has more synergy. Still, it's basically a Feast for better Victory cards. It's a decent idea, to say the least.

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Klondike
$4 - Action/Reaction
+2 Cards
+$1
--
When you discard a card from your hand or your deck, you may reveal this from your hand. If you do, put that card on the top or bottom of your deck, your choice.
--
(Rules clarification:  You must discard the card directly from your hand or your deck in order to use this card's Reaction ability. If the card must first be set aside, such as with Library or Adventurer, this card's Reaction ability cannot be used.)

The Action is like Smithy with one card always being a Copper. Comparable, but certainly not stronger at $4. The Reaction certainly nullifies Rabble, Spy, and the like. After discarding through Militia, Warehouse, etc. you can top-deck, then draw those cards with the Action, so that's a little synergy, anyway. Would be awesome with Harvest.

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Canfield
$5 - Action-Reaction
Gain a card costing up to $4.
--
When you gain a card you may discard this.  If you do, trash that card and gain a card costing up to $2 more.

If it wasn't for the trashing, this would basically be "Choose one: this is a Workshop; or this is a Silver." There is synergy for sure, especially when you can discard multiple copies. Also can accelerate games. Still not big on the cost, but the idea is there.

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Baccarat
$4 - Action-Reaction
+3 Cards
Discard 2 cards.
--
When another player plays an Attack card, you may reveal and discard this from your hand.  If you do, your opponent trashes that Attack card, and you both may gain a card costing at most $2 less than the trashed card; +1 Card.
--
(Rules clarification:  Your choice of gained card and your opponents choice are independent of each other.)

Action is a gimped Smithy at the same price, and the Reaction is useless in non-Attack games. Plus, it discourages Attacks completely. Pass.

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Euchre
$3 - Action-Reaction
+2 Cards
+1 Buy
--
When another player gains a Victory card, you may set this aside from your hand.  If you do, then at the start of your next turn, +2 Cards, +1 Buy, and discard this.

Again, clunky wording on the Reaction. The Action is not great, but can work at $3. The Reaction is applicable to every game and basically turns this card into a Laboratory+. Of course, you could also say "If any other player gained a Victory card on his last turn, +1 Action." There would be minor differences (TR/KC, Outpost, etc.), but you wouldn't need the Reaction for it. Still, good idea.

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Pinochle
$4 - Action-Reaction
Look at the top 2 cards of your deck. Discard one of them. Put the other one on top of your deck.
+2 Actions
+$1
--
When another player plays an Attack card, you can discard this to gain a [This Card], placing it on top of your deck.

Not a fan of the Reaction ability at all. It just seems silly to me. The Action isn't bad, though it's a bit of a hodge-podge. Don't see the synergy, either.

Quote
Blackjack
$3 - Action-Reaction
+1 Action
+1 Buy
+$2
Discard 2 cards.
--
When you discard this from your hand other than during a Clean-up phase, you may reveal it. If you do, +2 Cards.

The Action is a little weak at $3, but it's Reaction ability synergizes well with it. If you open double-Blackjack, they clash, and you discard an Estate (let's say) and the other Blackjack, you can get up to $6 if you draw two Coppers and had no other Estates in hand. Then again, if they don't clash, you're guaranteed no more than $4 per hand. Has its uses against certain cards as well, and let's not forget Warehouse. I like this the more I think about it.

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Canasta
$4 - Action-Reaction
Gain a Copper, putting it on top of your deck.
+3 Cards
+1 Buy
--
When a card played as an action would cause you to gain a card, you may reveal this from your hand.  If you do and if this is the first time you have revealed [This Card] in reaction to that action, you may trash the gained card or gain an additional copy of it.
--
(Rules clarification: A card played as an action means that this card cannot react to the gaining effect of Fool's Gold or Market Square or the additional copies gained by itself, for example.  If you play two Workshops while this card is in hand, you may react to both, gaining an additional copy of the gained card each time if desired; but if you play one Workshop while you have two copies of this card in hand, you may react with both, but only the first will allow you to gain an additional copy of, or trash, the gained card.)

The Copper gaining is a decent enough drawback for this $4 Action. The Reaction is, again, quite clunky, but it synergizes decently with the aforementioned drawback. Combos incredibly well with a lot of gainers, but those cards don't appear in every game. Again, thinking about this yields a better opinion than my first impression.

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Crazy Eights
$3 - Action
+1 Card
+1 Action
Look at the top card of your deck. You may discard it or put it back.
--
When you would discard a card other than from play, you may reveal this from you hand. If you do, trash that card instead.

The Action is a non-Attack Spy -- not great at $3, but has some self-synergy already. The Reaction ups the self-synergy by a great deal. Good counter against a Militia opener.

Quote
Go Fish
$4 - Action-Reaction
+$1
Trash up to two cards.
--
When you would trash a card, you may reveal this from your hand.  If you do, discard this and put the trashed card aside.
Put that to your discard pile in your clean-up phase.

Why not just discard the would-be-trashed card right away? Is the miss-a-reshuffle drawback that necessary? While the theme of the two abilities has synergy, the abilities themselves really don't since you're not forced to trash anything good. I guess the miss-a-reshuffle can come in handy with Victory cards, but it's still too minor of an ability for me.

Quote
Savannah
$4 - Action-Reaction
+2 Actions
+1 Buy
+$1
--
When you draw this during a Clean-Up phase you may discard it. If you do, +2 Cards.
--
(Rules clarification: If you draw a [This Card] during your Clean-Up phase, even as a result of discarding a [This Card], you may choose to discard it for its draw effect. You do not need to discard it the moment you draw it, only before you declare your Clean-Up phase over.)

Choose one: gimped Festival; or instant Laboratory that is vulnerable to Militia, et al. But yeah, in games without those discarding Attacks, this ability is way too strong for $4.

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Old Maid
$2 - Action-Reaction
+2 Actions
--
When another player plays a card with the wording "+2 Actions" you may set this card aside from your hand. If you do, at the start of your next turn, return this card to your hand and +1 Card.

A weak $2 Action that becomes a cheap Vanillage if an opponent plays a Village himself. Decent idea and synergy, but kind of boring.

Quote
Cribbage
$5 - Action-Reaction
+2 Cards
+1 Action
+$1
Discard 2 cards.
--
When any player gains a Victory card you may reveal and discard this, if you do gain a Gold.

Take Inn, trade an Action for $1, tack on a Gold-gaining reaction, and you got yourself a strong $5 that I don't really care for.

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Spades
$7 - Action-Duration-Reaction
Now and at the start of all future turns: +$1.
--
While this is in play, when the game ends, you may reveal this from your play area. Take an extra turn after the game has ended. This can't cause you to take more than one turn after the game has ended.

Never liked the idea of permanents in Dominion, and I still don't. Pass.

Quote
Hearts
$4 - Action-Reaction
+1 Card
+2 Actions
--
When you reshuffle, you may reveal this card from your hand and set it aside.  If you do, trash a card from your hand, and at the beginning of next turn, +$1 and return this to your hand.
--
(Rules clarification: If you draw this into your hand and trigger a reshuffle before drawing up to X cards in hand, resolve the reaction part of the card first (set this aside and trash a card from your hand).  Then, continue drawing up to X cards in hand.)

Well, if there was a reward for "Reaction Ability So Weird That It Makes You Laugh," this would win. The thought of setting aside a Village during a reshuffle to trash a card and make said Village a Bazaar next turn is just so... random. It probably works at the price, but it's just weird.

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Frog
$5 - Action-Reaction
+1 Card
+1 Action
+1 VP
--
When another player gains a VP token, you may reveal and discard this card; if you do, +3 Cards.

Non-terminal Monument with a Reaction that makes use of this rare vanilla bonus. Simple, but I like it.

Quote
Scoundrel
$4 - Victory-Reaction
Worth 2 VP
--
Whenever a player (including you) plays a card that instructs you to draw exactly 1 card, you may reveal this card from your hand. If you do, +2 Cards instead.

If there are no cards with +1 Card, this is worse than Tunnel. Pass.

Quote
Tribello
$2 - Action-Reaction
+2 Actions
Choose one: Draw a card and discard a card, or +1 Buy.
--
When you discard a Victory card, you may reveal and discard this from your hand. If you do, gain a Treasure costing up to $6.

The Action is a choice between an Inn-y Village or a money-free Festival, which is fine at $2 for me. The Reaction synergizes very well with the first choice... perhaps a little too well for $2.

Quote
Jass
$5 - Action-Reaction
Discard an Action card from your hand. If you do, gain a copy of the discarded card.
--
When you gain an Action card, you may discard this from your hand. If you do, gain a copy of the gained card.

It's Mint for Actions! Wanna bet this is called "Doppelganger" or something similar? Anyway, it's pretty strong when you buy non-terminals, but the opportunity costs offset its power. If a $5 Reaction must win, this is my favorite so far.

Quote
Klabberjass
$5 - Action-Reaction
+2 Cards
--
When another player gains a card, you may discard this card. If you do you may gain an Action card costing at most $2 less than it.

This, however, isn't a favorite. The Action is Moat, and the reaction is just so limited for a $5 Moat. Pass.

Quote
Jungle
$3 - Action-Reaction
+2 Cards
--
When any player (including you) gains a card without buying it, you may reveal and discard this card.  If you do, you may take a copy of the gained card from the supply and place it in your hand.
--
(Rules clarification: Cards placed in your deck as a result of [This Card]'s reaction are not "gained," in the same way that you don't "gain" cards with Masquerade, so this card may not be revealed in a response to other people revealing this card.)

Again, an expensive Moat with a Reaction that isn't usable in every game. Pass.

Quote
Knaves
$4 - Action-Reaction
+2 Cards
Discard 2 Cards.
--
You may reveal [This Card] from your hand when discarding it due to an Action. If [This Card] is among the cards discarded, you may draw the same number of cards after discarding.

The Action alone would suck at $4, and I'm not so sure the Reaction synergy is enough by itself. It would be crazy good with Cellar and Warehouse, though.

Quote
Michigan
$4 - Action-Reaction
+2 Buys
+$2
--
When another player plays an Attack card, you may reveal this and set it aside.  At the start of your next turn, play this immediately, without using an Action.

Action: Woodcutter with an extra Buy. Not great, but works at $4. Reaction: Similar to Horse Traders, although not as massive against discarders/Ghost Ship. Still, a pretty decent anti-Attack. Gardens games would like this.


Quote
Ninety-Nine
$4 - Action-Reaction
+1 Buy
Gain a Silver, putting it in your hand.
--
Whenever a player gains an additional buy, you may reveal this from your hand. If you do, choose one: Silver produces $3 when played this turn; or Silver produces $1 when played this turn.
--
(Rules clarification: If multiple players reveal this card, resolve them in turn order, starting with the active player. The result will always be that the last player in turn order to reveal this card will choose the final outcome.)

Action: Basically Woodcutter with an auto-Silver gain, and could be better if you have an extra to reveal. Often better than Explorer unless you have a Province in your hand. Reaction: A little hard to manage, but a novel idea for messing with your opponents. Not sure what to think about this one.

Quote
Monastery
$2 - Action-Attack-Looter-Reaction
Each other player gains a Ruins.
--
When another player plays an Attack card, you may reveal this from your hand. If you do, discard any number of cards and put the rest on top of your deck in any order, then discard this card. At the start of your next turn, +5 Cards.

Action: With Ruinses basically being weak Curses, this works at $2. Reaction: In other words, you discard cards you don't want, draw the same number of cards, and you can only do it once. Weird, but it has decent synergy.

Quote
Wichita
$3 - Treasure-Reaction-Attack
Worth $1
Reveal the top card of your deck, you may trash it or add it to your hand.
--
When an opponent gains a card during their turn, you may reveal this to place the gained card on top of their deck instead.

The problem with labeling this as an Attack is that most anti-Attack cards are Reactions with the wording "When another player plays an Attack..." Since you're not really playing the Attack portion of this, those Reactions won't work. Only Lighthouse would prevent this Reaction ability. Also, the Treasure portion is often better than Loan at the same price. Pass.

Quote
Pennies From Heaven
$4 - Action-Reaction
Discard a Victory card from your hand.
If you do, gain a Silver, putting it in your hand.
--
When an opponent gains a Victory card, you may reveal and discard this from your hand.  If you do, gain a Victory card costing up to $3 less than that card.

The Action makes a decent opener, though it becomes pretty bad by the midgame. The Reaction makes this a nice endgame card. The two abilities are more of a Secret Chamber-esque synergy than others, but the idea is nice.

Quote
Pyramid
$5 - Action-Reaction
+1 Buy
+$2
--
When another player gains a non-Victory card with a cost of up to $4, you may reveal this card from your hand and discard it.  If you do, gain a copy of the gained card.

A Woodcutter that can become a Smugglers' Workshop? Meh.

Quote
Shanghai
$3 - Victory-Reaction
Worth 1 VP
--
When you draw this other than during a Clean-up phase, you may reveal it and immediately discard it.  If you do, +2 Cards.

While there will usually be +Card abilities, the rare games without it make this a costly Estate. With good drawing cards, this will often be a must-buy. Too situational and swingy for me.

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Finish Line
$5 - Action-Reaction
+3 Cards
--
When another player buys a Duchy you may trash this from your hand. If you do, +1 Card and gain a Duchy.

A Smithy that can become a Duchy in the endgame? I guess that makes it worth $5, but I just find this card dull.

Quote
Poch
$3 - Action-Reaction
Select a card on your [This Card] mat. Choose one; trash it, or put it on top of your deck.  Set aside a card from your hand onto your [This Card] mat.
--
When you gain or trash a card, you may reveal this from your hand. If you do, put it on your [This Card] mat.
--
At the end of the game, trash this and trash all cards on your mat.

Basically, it's a slow trasher with a slow Watchtower-esque Reaction. Pass.

Quote
Tripoli
$3 - Action-Reaction
+2 Cards
--
When any player plays an Attack, you may reveal this from your hand and set it aside. If you do, after the Attack resolves, discard this and +2 Cards.

See Jungle.

Quote
Horseshoe
$5 - Action-Reaction
Discard any number of cards. For each card you discard, +1 Action, +1 Card, +1 Buy.
--
When you would gain a card, you may reveal this from your hand. If you do, instead, gain a Copper, putting it into your hand.

The Action is Cellar with extra Actions and Buys. The reaction is only really useful against Cursers and Ambassador'd Estates, but it powers up the Action. Not my favorite $5 Reaction, but it's not the worst.

Quote
Piquet
$4 - Action-Reaction
+$1
Set aside up to 2 Treasure cards from your hand on your [This Card] mat. Cards on your [This Card] mat may be returned to your hand at the start of your buy phase. Return them to your deck at the end of the game.
--
When you would gain a card, you may reveal this from your hand. If you do, instead, gain a Copper, setting it aside on your [This Card] mat.

A similar Reaction to the Horseshoe just above it, but slightly stronger in that it doesn't have to enter your deck. The Action is basically a Copper trasher that can revive them for a needed money boost. Might be a little strong in that regard.

Quote
Cuttle
$4 - Action-Duration-Reaction
Now and at the start of your next turn:
+1 Card
Trash a card from your hand.
--
Whenever another player trashes a card, you may play this card.

Decent early trasher, and the Reaction and Duration abilities work well off of each other. I normally don't care for fan Durations, but this is pretty clever.

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All Fours
$4 - Action-Reaction
+$2
--
When you discard a card from your hand other than during your Clean Up Phase, you may reveal this and set it aside.  If you do, gain a Gold and discard an additional card.
--
(Rules clarification: Cards set aside are returned to your hand at the start of your next turn or discarded at the start of your next Clean Up Phase, whichever comes first.)

Without any ways to discard on the board, it's a terminal Silver. Pass.

Quote
Casino
$4 - Action-Reaction
+$2
You may set aside this and and a card from your hand onto your [This Card] mat.
You may trash a card from your [This Card] mat.
--
When you gain a card, you may reveal this from your hand. If you do, put the card on your [This Card] mat. At the end of the game, return all cards on the [This Card] mat to your deck.

I prefer Astrolabe. Pass.

---

Overall, there were quite a few cards that didn't really appeal to me at first, but I grew to like them as I thought about them a bit more.
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rinkworks

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #98 on: September 29, 2012, 08:56:46 am »
0

Rules clarification on Tripoli:  "When any player plays an attack..." includes you playing your own attack.
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nopawnsintended

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #99 on: September 29, 2012, 10:51:39 am »
0

Some comments on some comments about Rummy, which I don't think is getting a fair shake.

Quote from: eHalcyon
This trigger basically means that it's only useful when you draw it immediately after the reshuffle.  This could easily be a $2 card.  Compare with Moat.  Moat is often better, actually.

Or, as I mentioned in my comments, it is useful if (1) you have it in your hand through a reshuffle, (2) you draw it into your hand once one of these is activated.  These are the kinds of conditions you'd expect to meet if you've built a solid engine.  Also, I was thinking about this one after making my comments yesterday -- with all of the bottom-decking mechanics that people like to mix in (none in our set, I don't think? yes? no? haven't been following the playtesting threads), this could combo really well with that idea.

I think $3 is probably right (though playtesting is probably needed) --> In my mind, a better comparison for the use is Menagerie.  Sometimes, it's weak (+2 Cards or +1 Card, +1 Action); sometimes it is strong (+1 Action, +3 Cards).  Maybe the comparison would work better if the card were +1 Card, +1 Action instead of +2 Cards.  It seems like this would trigger less often than carefully constructing a Menagerie deck, but then it would stack in a much more ridiculous manner -- multiple menageries sometimes, but not often activate... while multiple Rummi would definitely activate if the first activates.


Rummy
$3 - Action-Reaction
+2 Cards
--
When your discard pile is empty, you may reveal and discard this card. If you do +3 Cards.

This fella is odd. I think the reaction condition is a nifty one, and though it doesn't play too much with opposing cards, there's enough things other players can do to force you into shuffling, so it deserves to be a reaction. I'd write it "When your discard pile becomes empty..." Reactions look for events to trigger off, not conditions. I like enough for what it is.

But, changing it to "When your discard pile becomes empty" means that you can't chain the reaction part of it upon reshuffling.  This is sooooo much better and more compelling if it becomes (effectively) "+1 Action, +3 Cards" when you hit a reshuffle... until you don't draw one of these into your hand (sorta like Cultist).

I agree that Reactions as they are currently coded on isotropic look for events as triggers, but that doesn't mean that an empty discard pile isn't something that can cause a reaction.  At least the card discards itself so that repeated reaction doesn't lead to some degenerate state (there might be some weird repeated reacting and drawing the discarded Rummy cards at the end of drawing your whole deck, but why would you bother when you get to that point?).

Overall, Rummy strikes me as a swingy Menagerie-family card that activates when you hit a good engine, or if you sprinkle in some bottom decking (if that's something voters will consider), even tacit bottom decking by leaving it on the bottom with Pearl Diver might work too.

Disclaimer: This is not my card (nor do I know whose card it is), but I submitted a card to the competition.  And, unlike last week when I submitted the embarrassing dud Nowhere Man, I actually still like my card this week.
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nopawnsintended

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #100 on: September 29, 2012, 11:11:03 am »
0

Comments on the cards I didn't review for lack of energy last time.

Quote
Piquet
$4 - Action-Reaction
+$1
Set aside up to 2 Treasure cards from your hand on your [This Card] mat. Cards on your [This Card] mat may be returned to your hand at the start of your buy phase. Return them to your deck at the end of the game.
--
When you would gain a card, you may reveal this from your hand. If you do, instead, gain a Copper, setting it aside on your [This Card] mat.

Interesting idea to save money for later, and use the reaction ability to put Coppers on a mat to be used later.  I suppose you would want to save up for a big turn in games when you use the reaction ability (Mountebank, other cursers, Amb).  A little +Buy... some actions to play them all, and I'd be loving the possibility of getting a bunch of provinces all at once.  Seems like this strategy would take some learning to execute well though.  You also wouldn't need many of this card because you'd be thinning your deck of all of your money... so lots of plays per buy.

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Cuttle
$4 - Action-Duration-Reaction
Now and at the start of your next turn:
+1 Card
Trash a card from your hand.
--
Whenever another player trashes a card, you may play this card.

It would be fun to Swindle an opponent into trashing a card, then I'd get to play this for free, no?  The duration part of trashing a card from your hand is a bit too Lookoutesque for me.  At least I'd usually have twice the # of options for my trashing then.

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All Fours
$4 - Action-Reaction
+$2
--
When you discard a card from your hand other than during your Clean Up Phase, you may reveal this and set it aside.  If you do, gain a Gold and discard an additional card.
--
(Rules clarification: Cards set aside are returned to your hand at the start of your next turn or discarded at the start of your next Clean Up Phase, whichever comes first.)

I like this.  A great reaction to discard attacks, but it costs you a little in that you need to discard one more to get the Gold bonus.  Plus, the terminal silver part isn't anything to sneeze at.

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Casino
$4 - Action-Reaction
+$2
You may set aside this and and a card from your hand onto your [This Card] mat.
You may trash a card from your [This Card] mat.
--
When you gain a card, you may reveal this from your hand. If you do, put the card on your [This Card] mat. At the end of the game, return all cards on the [This Card] mat to your deck.

Seems strong for an Island plus trasher plus terminal Silver.  This is much stronger than Island.  Maybe it would be better if it read, "Set aside this and a card from your hand"... strike the first "You may" and it might be ok.... still probably stronger than it should be.
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One Armed Man

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #101 on: September 29, 2012, 03:20:11 pm »
0

Lets see how we can have ~40 reactions! I read from the bottom.
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Whist
$4 - Action-Reaction
+3 Cards
You may discard a Curse. If you do, +1 Action. If you do not, gain a Curse.
--
When you would gain a Curse, you may discard this from your hand. If you do, your opponents gain a Curse instead.
This is quite a strong defense to Cursing. If player 1 plays Witch, player 2 responds with Whist, and player 1 response with Whist, player 3 just received 3 curses. I don't like that gameplay.
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Pitch
$3 - Action-Reaction
Trash a card from your hand.  Gain a Silver.
--
When you gain a card, you may reveal this from your hand.  If you do, put that card into your hand.
I don't want to open up this can of worms. This is too similar to JOAT and Hermit.
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Rummy
$3 - Action-Reaction
+2 Cards
--
When your discard pile is empty, you may reveal and discard this card. If you do +3 Cards.
This is so luck dependent unless you have deck inspection. If you do, this is a double Lab, since it doesn't cost an action to discard!
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Poker
$3 - Action-Reaction
+1 VP
--
When another player gains a Province, you may trash this card from your hand. If you do, gain a Duchy.
This doesn't excite me. There isn't much reason to get this, and making it cheaper doesn't help.
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Bridge
$4 - Action-Reaction
+1 Card
+1 Buy
+$2
Discard 2 Cards.
--
When an opponent buys more than one card during his buy phase, you may reveal and discard this card; if you do +1 Card, gain a Silver to your hand.
I don't want to discourage buying.
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Anaconda
$3 - Victory
Worth 2 VP
--
Whenever you gain a Victory card costing $6 or less, you may reveal and trash this card from your hand. If you do, gain a copy of it.
This is just a discount, received in advance, for when you get a victory card. I could imagine this getting picked up on the first shuffle of greening. This is missing the Reaction type. We have enough victories in the set. Seems okay.
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Klondike
$4 - Action/Reaction
+2 Cards
+$1
--
When you discard a card from your hand or your deck, you may reveal this from your hand. If you do, put that card on the top or bottom of your deck, your choice.
--
(Rules clarification:  You must discard the card directly from your hand or your deck in order to use this card's Reaction ability. If the card must first be set aside, such as with Library or Adventurer, this card's Reaction ability cannot be used.)
I don't like the mix of +cards and +$. I also don't like the confusion-to-usefulness ratio of the reaction. We already have a discard reaction in the set.
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Canfield
$5 - Action-Reaction
Gain a card costing up to $4.
--
When you gain a card you may discard this.  If you do, trash that card and gain a card costing up to $2 more.
We just voted a card that did most of this Graystripes missionary. We also have similar gainers in our set.
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Baccarat
$4 - Action-Reaction
+3 Cards
Discard 2 cards.
--
When another player plays an Attack card, you may reveal and discard this from your hand.  If you do, your opponent trashes that Attack card, and you both may gain a card costing at most $2 less than the trashed card; +1 Card.
--
(Rules clarification:  Your choice of gained card and your opponents choice are independent of each other.)
This is too strong a defense. It discourages buying Attacks because they are now a liability.
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Euchre
$3 - Action-Reaction
+2 Cards
+1 Buy
--
When another player gains a Victory card, you may set this aside from your hand.  If you do, then at the start of your next turn, +2 Cards, +1 Buy, and discard this.
Another card here used a "you can play it without taking an action" clause I liked a little more. A +2 cards, +1 buy is very weak. If an opponent gets a Victory card, this becomes a Lab +buy. I am not excited.
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Pinochle
$4 - Action-Reaction
Look at the top 2 cards of your deck. Discard one of them. Put the other one on top of your deck.
+2 Actions
+$1
--
When another player plays an Attack card, you can discard this to gain a [This Card], placing it on top of your deck.
A village with a Reaction needs to not draw cards with its primary effect. This avoids doing that. Seems okay.
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Blackjack
$3 - Action-Reaction
+1 Action
+1 Buy
+$2
Discard 2 cards.
--
When you discard this from your hand other than during a Clean-up phase, you may reveal it. If you do, +2 Cards.
This is so weak alone, I don't like it. I don't like the potential confusion with discard attacks.
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Canasta
$4 - Action-Reaction
Gain a Copper, putting it on top of your deck.
+3 Cards
+1 Buy
--
When a card played as an action would cause you to gain a card, you may reveal this from your hand.  If you do and if this is the first time you have revealed [This Card] in reaction to that action, you may trash the gained card or gain an additional copy of it.
--
(Rules clarification: A card played as an action means that this card cannot react to the gaining effect of Fool's Gold or Market Square or the additional copies gained by itself, for example.  If you play two Workshops while this card is in hand, you may react to both, gaining an additional copy of the gained card each time if desired; but if you play one Workshop while you have two copies of this card in hand, you may react with both, but only the first will allow you to gain an additional copy of, or trash, the gained card.)
I don't like the restriction on the reveal or the standard card effect. I would prefer the reaction effect (not trigger) to be another low cost card with a discard clause.
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Crazy Eights
$3 - Action
+1 Card
+1 Action
Look at the top card of your deck. You may discard it or put it back.
--
When you would discard a card other than from play, you may reveal this from you hand. If you do, trash that card instead.
Being able to turn opponent's Militia into a trashing machine for you is pretty powerful. The standard part (for if you have 2 of them) is pretty good, too. Seems fun.
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Go Fish
$4 - Action-Reaction
+$1
Trash up to two cards.
--
When you would trash a card, you may reveal this from your hand.  If you do, discard this and put the trashed card aside.
Put that to your discard pile in your clean-up phase.
This combines with Pillage, Knights, Feast, Horn of Plenty, and Embargo, and it protects from trashing attacks. Seems okay.
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Savannah
$4 - Action-Reaction
+2 Actions
+1 Buy
+$1
--
When you draw this during a Clean-Up phase you may discard it. If you do, +2 Cards.
--
(Rules clarification: If you draw a [This Card] during your Clean-Up phase, even as a result of discarding a [This Card], you may choose to discard it for its draw effect. You do not need to discard it the moment you draw it, only before you declare your Clean-Up phase over.)
I don't mind this as much the other "miracle" (when draw) cards. This is a Lab that makes you more vulnerable to hand-size attacks. If you have terminals in hand or happen to draw this in the middle of your turn, this is an overcosted village. Part of me thinks it is too strong, but I want to try it. Seems okay.
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Old Maid
$2 - Action-Reaction
+2 Actions
--
When another player plays a card with the wording "+2 Actions" you may set this card aside from your hand. If you do, at the start of your next turn, return this card to your hand and +1 Card.
I don't like a card this specific. Also, other than protecting from hand-size attacks, this is just a village that makes you lose if opponents play BM.
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Cribbage
$5 - Action-Reaction
+2 Cards
+1 Action
+$1
Discard 2 cards.
--
When any player gains a Victory card you may reveal and discard this, if you do gain a Gold.
I wouldn't be too upset if this won, so seems okay.
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Spades
$7 - Action-Duration-Reaction
Now and at the start of all future turns: +$1.
--
While this is in play, when the game ends, you may reveal this from your play area. Take an extra turn after the game has ended. This can't cause you to take more than one turn after the game has ended.
You would never not want to reveal this. Also, I would prefer if this was trashed when you get the extra turn. Not a bad permanent card, though.
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Hearts
$4 - Action-Reaction
+1 Card
+2 Actions
--
When you reshuffle, you may reveal this card from your hand and set it aside.  If you do, trash a card from your hand, and at the beginning of next turn, +$1 and return this to your hand.
--
(Rules clarification: If you draw this into your hand and trigger a reshuffle before drawing up to X cards in hand, resolve the reaction part of the card first (set this aside and trash a card from your hand).  Then, continue drawing up to X cards in hand.)
There is too much luck here. I would much prefer a $6 liking missing the reshuffle because you are always upset if a power card is on the bottom.
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Frog
$5 - Action-Reaction
+1 Card
+1 Action
+1 VP
--
When another player gains a VP token, you may reveal and discard this card; if you do, +3 Cards.
Non-terminal +VP have problems with not ending the game.
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Scoundrel
$4 - Victory-Reaction
Worth 2 VP
--
Whenever a player (including you) plays a card that instructs you to draw exactly 1 card, you may reveal this card from your hand. If you do, +2 Cards instead.
This is way too situation and I don't want to support the rules headaches.
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Tribello
$2 - Action-Reaction
+2 Actions
Choose one: Draw a card and discard a card, or +1 Buy.
--
When you discard a Victory card, you may reveal and discard this from your hand. If you do, gain a Treasure costing up to $6.
We have quite a few $2s now. I think one discard "leads to being able to play the card" is enough for our set. Is the name some kind of direct Tunnel reference?
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Jass
$5 - Action-Reaction
Discard an Action card from your hand. If you do, gain a copy of the discarded card.
--
When you gain an Action card, you may discard this from your hand. If you do, gain a copy of the gained card.
I compare this to the Jude/Crown card I posted in the Treasure contest. It was considered weak at $6 even though it did the effect this card did, included Treasures, and gave $2 non-terminally. I cannot imagine this being strong enough.
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Klabberjass
$5 - Action-Reaction
+2 Cards
--
When another player gains a card, you may discard this card. If you do you may gain an Action card costing at most $2 less than it.
+2 Cards is such a weak standard effect. Otherwise, it is a very weak non-terminal Smuggler that still does something if the opponent buys a province.
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Jungle
$3 - Action-Reaction
+2 Cards
--
When any player (including you) gains a card without buying it, you may reveal and discard this card.  If you do, you may take a copy of the gained card from the supply and place it in your hand.
--
(Rules clarification: Cards placed in your deck as a result of [This Card]'s reaction are not "gained," in the same way that you don't "gain" cards with Masquerade, so this card may not be revealed in a response to other people revealing this card.)
Cards that gain: Ironworks, Workshop, Armory, University, Horn of Plenty, Border Village, Trading Post, Mine, Governor, Upgrade-effects, swindler, Spoils-gainers, Urchin, Hermit, Jester, Haggler, a few others. I liked the reaction from another contest that was a victory card that did that with any gaining.
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Knaves
$4 - Action-Reaction
+2 Cards
Discard 2 Cards.
--
You may reveal [This Card] from your hand when discarding it due to an Action. If [This Card] is among the cards discarded, you may draw the same number of cards after discarding.
I am very confused as to what this does. I think one discard "leads to being able to play the card" is enough for our set.
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Michigan
$4 - Action-Reaction
+2 Buys
+$2
--
When another player plays an Attack card, you may reveal this and set it aside.  At the start of your next turn, play this immediately, without using an Action.
A woodcutter with an extra +buy protecting from hand size attacks and Minion by making itself non-terminal, closer to a Festival. Seems okay.
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Ninety-Nine
$4 - Action-Reaction
+1 Buy
Gain a Silver, putting it in your hand.
--
Whenever a player gains an additional buy, you may reveal this from your hand. If you do, choose one: Silver produces $3 when played this turn; or Silver produces $1 when played this turn.
--
(Rules clarification: If multiple players reveal this card, resolve them in turn order, starting with the active player. The result will always be that the last player in turn order to reveal this card will choose the final outcome.)
This is too strong. Without the reaction, it is very strong. The reaction, while potentially weakening the card's primary effect, lets the card give a 4 to 6 $ swing each time it is drawn.
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Monastery
$2 - Action-Attack-Looter-Reaction
Each other player gains a Ruins.
--
When another player plays an Attack card, you may reveal this from your hand. If you do, discard any number of cards and put the rest on top of your deck in any order, then discard this card. At the start of your next turn, +5 Cards.
I don't like having such a cheap Ruins attack. We already have a $2 Action-Reaction and a few $2 actions in our set.
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Wichita
$3 - Treasure-Reaction-Attack
Worth $1
Reveal the top card of your deck, you may trash it or add it to your hand.
--
When an opponent gains a card during their turn, you may reveal this to place the gained card on top of their deck instead.
This counters Trading Post, Explorer, Mine, Jester?, Followers, gaining victory cards, and works with Embargo. I don't think the reaction counts as an attack, just like IGG isnt'. How does this resolve with Watchtower, if they would rather trash the card? I think it an interesting effect. I only accept the main part of the card because of how it responds to itself. Seems okay.
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Pennies From Heaven
$4 - Action-Reaction
Discard a Victory card from your hand.
If you do, gain a Silver, putting it in your hand.
--
When an opponent gains a Victory card, you may reveal and discard this from your hand.  If you do, gain a Victory card costing up to $3 less than that card.
A weaker Baron that you can use to gain free Duchies from other people's Provinces? This seems tailor made for a Duke strategy. If this doesn't like up with a Victory card, is is very bad. If it does, it is similar to a cheaper Explorer. Seems okay.
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Pyramid
$5 - Action-Reaction
+1 Buy
+$2
--
When another player gains a non-Victory card with a cost of up to $4, you may reveal this card from your hand and discard it.  If you do, gain a copy of the gained card.
I don't like how weak both halves of this card are.
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Shanghai
$3 - Victory-Reaction
Worth 1 VP
--
When you draw this other than during a Clean-up phase, you may reveal it and immediately discard it.  If you do, +2 Cards.
I don't like the immediate draw thing. The accountability bothers me. I don't particularly like how it changed Magic: the Gathering either.
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Finish Line
$5 - Action-Reaction
+3 Cards
--
When another player buys a Duchy you may trash this from your hand. If you do, +1 Card and gain a Duchy.
I don't want to hate on people gaining Duchies. If you do, then people buy Actions instead of Duchies to avoid the risk. It is also an uninteresting bonus over a Smithy for most of the game. At the same price point, you can buy Duchy. I guess the choice between the two is the point.
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Poch
$3 - Action-Reaction
Select a card on your [This Card] mat. Choose one; trash it, or put it on top of your deck.  Set aside a card from your hand onto your [This Card] mat.
--
When you gain or trash a card, you may reveal this from your hand. If you do, put it on your [This Card] mat.
--
At the end of the game, trash this and trash all cards on your mat.
You half-trash a card from your hand. You gain a card you trashed earlier while you had Poch in your hand on top of your deck. Why let you trash cards on your mat, since they aren't still in the game at the end of the game?
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Tripoli
$3 - Action-Reaction
+2 Cards
--
When any player plays an Attack, you may reveal this from your hand and set it aside. If you do, after the Attack resolves, discard this and +2 Cards.
I thought about cards that let you recover your hand size, but that seems to be better with Draw-up-to like Production Village and cards like Menagerie. The word "resolves" rubs me the wrong way.
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Horseshoe
$5 - Action-Reaction
Discard any number of cards. For each card you discard, +1 Action, +1 Card, +1 Buy.
--
When you would gain a card, you may reveal this from your hand. If you do, instead, gain a Copper, putting it into your hand.
Something similar is in the other contest. You can cycle your deck for +4 actions, +4 Buys or more. The reaction doesn't seem connected to the rest of the card.
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Piquet
$4 - Action-Reaction
+$1
Set aside up to 2 Treasure cards from your hand on your [This Card] mat. Cards on your [This Card] mat may be returned to your hand at the start of your buy phase. Return them to your deck at the end of the game.
--
When you would gain a card, you may reveal this from your hand. If you do, instead, gain a Copper, setting it aside on your [This Card] mat.
This lets you convert +buys into +$ that you can redeem whenever. Also, it lets you remove 2 coppers from your hand and gives +$1. It is probably fine, but our set already has Pawn Shop, a good Copper trasher and gainer that serves the same role.
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Cuttle
$4 - Action-Duration-Reaction
Now and at the start of your next turn:
+1 Card
Trash a card from your hand.
--
Whenever another player trashes a card, you may play this card.
An action you can play on other people's turns. I don't know how the rules will handle it. It seems silly. I compare it to Masquerade since everyone gets rid of a card from their hand (if they have them in their hands, too.) Probably strong, but seems okay.
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All Fours
$4 - Action-Reaction
+$2
--
When you discard a card from your hand other than during your Clean Up Phase, you may reveal this and set it aside.  If you do, gain a Gold and discard an additional card.
--
(Rules clarification: Cards set aside are returned to your hand at the start of your next turn or discarded at the start of your next Clean Up Phase, whichever comes first.)
I don't want another "when you discard" one, so I will skip this. This is too similar to Tunnel.
Quote
Casino
$4 - Action-Reaction
+$2
You may set aside this and and a card from your hand onto your [This Card] mat.
You may trash a card from your [This Card] mat.
--
When you gain a card, you may reveal this from your hand. If you do, put the card on your [This Card] mat. At the end of the game, return all cards on the [This Card] mat to your deck.
A too similar card just won the Treasure contest. This submission was just ill-timed.
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Rush_Clasic

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #102 on: September 29, 2012, 05:58:39 pm »
0

But, changing it to "When your discard pile becomes empty" means that you can't chain the reaction part of it upon reshuffling.  This is sooooo much better and more compelling if it becomes (effectively) "+1 Action, +3 Cards" when you hit a reshuffle... until you don't draw one of these into your hand (sorta like Cultist).

I agree that Reactions as they are currently coded on isotropic look for events as triggers, but that doesn't mean that an empty discard pile isn't something that can cause a reaction.  At least the card discards itself so that repeated reaction doesn't lead to some degenerate state (there might be some weird repeated reacting and drawing the discarded Rummy cards at the end of drawing your whole deck, but why would you bother when you get to that point?).

My comment was just lining up with how the game works mechanically. Conditions could probably work as triggersbut it isn't really "reacting" which seems to be the point of reactions. After thinking about it a bit more, I wouldn't make this a reaction at all, but rather just some ability that allows you to discard it. "As long as your discard pile is empty, you may discard this at any time. If you do: +2 Cards."

nopawnsintended

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #103 on: September 29, 2012, 06:11:05 pm »
0

But, changing it to "When your discard pile becomes empty" means that you can't chain the reaction part of it upon reshuffling.  This is sooooo much better and more compelling if it becomes (effectively) "+1 Action, +3 Cards" when you hit a reshuffle... until you don't draw one of these into your hand (sorta like Cultist).

I agree that Reactions as they are currently coded on isotropic look for events as triggers, but that doesn't mean that an empty discard pile isn't something that can cause a reaction.  At least the card discards itself so that repeated reaction doesn't lead to some degenerate state (there might be some weird repeated reacting and drawing the discarded Rummy cards at the end of drawing your whole deck, but why would you bother when you get to that point?).

My comment was just lining up with how the game works mechanically. Conditions could probably work as triggersbut it isn't really "reacting" which seems to be the point of reactions. After thinking about it a bit more, I wouldn't make this a reaction at all, but rather just some ability that allows you to discard it. "As long as your discard pile is empty, you may discard this at any time. If you do: +2 Cards."

You know what?  On reading this comment, Rummy isn't as strong as I have been arguing.  I made a dumb error in thinking that the discard pile remained empty after the reaction... as it would if the card were set aside instead of discarded... not true.  That would be much stronger than the card as written.  I thought it was more like Hearts with its set-aside mechanic (just bad reading on my part).  Now, I don't like the card (Rummy) as much.
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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #104 on: September 30, 2012, 02:27:08 am »
0

I'm going to quote the cards I feel are good, or warrant some extra attention. The rest are by category below. [Disclaimer: most of these aren’t mine, etc…]

Quote
Klondike
$4 - Action/Reaction
+2 Cards
+$1
--
When you discard a card from your hand or your deck, you may reveal this from your hand. If you do, put that card on the top or bottom of your deck, your choice.
--
(Rules clarification:  You must discard the card directly from your hand or your deck in order to use this card's Reaction ability. If the card must first be set aside, such as with Library or Adventurer, this card's Reaction ability cannot be used.)
Counters inspection attacks like spy nicely, lets you do some weird gymnastics with sifting cards, or store some cards at the bottom for later. Weird enough that I like it.

Quote
Blackjack
$3 - Action-Reaction
+1 Action
+1 Buy
+$2
Discard 2 cards.
--
When you discard this from your hand other than during a Clean-up phase, you may reveal it. If you do, +2 Cards.
A draw up to engine counters militia anyway, so the defensive capability is moot in those decks. Stacking these on their own, they chain together, each one being worth 1/2 or 1/3 a grand market. Not bad.

Quote
Crazy Eights
$3 - Action
+1 Card
+1 Action
Look at the top card of your deck. You may discard it or put it back.
--
When you would discard a card other than from play, you may reveal this from you hand. If you do, trash that card instead.
Defensively, militia helps instead of hurts, and the friendly spy is okay. The reaction is the same as one of my previously submitted cards, and it’s a reaction that I like. You can trash your deck down using this and warehouse/cartographer/other big discarders.

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Piquet
$4 - Action-Reaction
+$1
Set aside up to 2 Treasure cards from your hand on your [This Card] mat. Cards on your [This Card] mat may be returned to your hand at the start of your buy phase. Return them to your deck at the end of the game.
--
When you would gain a card, you may reveal this from your hand. If you do, instead, gain a Copper, setting it aside on your [This Card] mat.
This card potentially sets up a megaturn, or just lets you control your income a fair bit. I think both sides of the card are pretty strong, since you can leave coppers in there until lategame. I don’t see the comparison to Pawn Shop, which is more of a supertrasher which burns out quickly. In fact, it might combo with Pawn Shop.

Quote
Go Fish
$4 - Action-Reaction
+$1
Trash up to two cards.
--
When you would trash a card, you may reveal this from your hand.  If you do, discard this and put the trashed card aside.
Put that to your discard pile in your clean-up phase.
I can use this card to (a) regenerate Trash-Me cards like Cultist/Embargo and (b) defend versus trashing attacks. I can trash my other card for its benefit, then set it aside instead. Its hard to judge whether you can get a viable combo running out of this.

Quote
Scoundrel
$4 - Victory-Reaction
Worth 2 VP
--
Whenever a player (including you) plays a card that instructs you to draw exactly 1 card, you may reveal this card from your hand. If you do, +2 Cards instead.
I would like this, but the effect is unlimited (turning every great hall into a great lab for you), and the effect is tedious (reveal each time you cantrip).  Two of these and all your cantrips become +3 cards, +1 action. Needs a revision.

Quote
Knaves
$4 - Action-Reaction
+2 Cards
Discard 2 Cards.
--
You may reveal [This Card] from your hand when discarding it due to an Action. If [This Card] is among the cards discarded, you may draw the same number of cards after discarding.
What this is trying to say is: if you play Warehouse and discard 3 cards, and Knaves is one of them, then draw 3 cards. Or, if you discard 2 and Knaves is one of the 2, draw 2 cards. It lets you draw a 2nd Knaves dead and have it be useful. I would playtest this card and probably end up changing the wording to make it more clear.

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Tripoli
$3 - Action-Reaction
+2 Cards
--
When any player plays an Attack, you may reveal this from your hand and set it aside. If you do, after the Attack resolves, discard this and +2 Cards.
In certain kingdoms, namely drawing attacks, this becomes interesting. It'll turn your Spy into a Spy-lab, or Margrave into a Hurty Council Room, whilst defending against Margraves. That's fine, but every other time this is crapper than Moat. Almost warrants an 'add an attack card pile to the supply' clause.

Defenses
Whist, Baccarat: Reflectors have been discussed to death. And these aren't the new interesting way which makes them work.
Pinochle: Why would I want to remove a village from my hand? Don't I need it? If I don't need it, isn't it just luck that my opponent attacks me? Maybe you need a bunch of these as well as smithies in hand for this to all make sense.
Canasta: What this really wants to achieve is double gains for ironworks/remodelly cards, and trashes against junkers, but not anything inbetween. The text needs to be shrunken/simplified somehow. It tries too hard to ensure some cards get the benefit but not others. I’d be happier if it was just ‘gain other than during your buy phase’ really.
Monastery: An attack that defends against itself? This is one of the reasons why people hate minion.
Wichita: The reaction is an attack? How about when you play it? Makes junkers you play more powerful, which is unnecessary.
Poch: Every use of this card, aside from junk defense, appears awfully slow. Even DA gymnastics wouldn't make it worth having this.
Horseshoe: I suppose it gives you something to discard. I don't know if I like one card generating so many actions and buys at little to no cost.
Casino: A mat filled with Junk and VPs. It has too many similarities (and advantages) over island to be an alternative worth adding to the game.

Discard or Trash Me for a Thing
Poker: I suppose this is fine. I wonder if a terminal with just +VP would be worth it to most people. Maybe this is good against a fast BM-terminal player.
Anaconda: So you can potential save some $. Seems okay.
Frog: Non-terminal, virtually unrestricted VPs, and an escalating bonus leading to everyone spamming these. No thanks.
Rummy: The trigger covers a length of time rather than a specific event, which might pose problems. The card as its intended chains together like cultist which is okay.
Savannah: So you need to have this on your deck at the end of your turn. The choice is odd but usually intuitive (depends on whether I have terminals), except for the random buy thrown in there.
All Fours, Tribello: A little too similar to tunnel. They seem okay, but still, not new or interesting.
Cuttle, Michigan, Euchre: I don't see the point of reactions saving me actions. Am I going to collide these with a terminal on purpose, hoping my opponent triggers it?
Canfield, Bridge, Klabberjass, Jass, Cribbage, Jungle, Pennies from Heaven, Pyramid, Finish Line: These cards make you choose between two weak effects, or two effects which turn out to be the same thing anyway, or give a nonsensical/luck-based bonus, or two completely unrelated effects. Maybe they'd be fine if you didn't have to sacrifice one for the other. I'm sure they have their niche uses.

Weird Triggers and Other Stuff
Pitch: Putting gained cards to hand without limits has ironworks/gainer problems, as has been discussed a few times on this forum (and in this thread).
Old Maid: Hey, I'm a regular village too! Ok fine, but I'd rather buy a regular village most of the time, which needs to exist for the reaction to even work. A consolation prize for a crappy hand really.
Spades: An extra turn! There’s virtually no decision whether or not to reveal here, so does this need to be a reaction? It’s a decent card regardless.
Ninety Nine: With no reaction, already way better than explorer, woodcutter, or anything inbetween.
Shanghai: Gonna have to start drawing one card at a time to ensure accountability. Tedious in that regard.
Hearts: Lots of luck and awkwardness make up this card. Maybe I need a card which can put this at the bottom of my deck? Is cleanup draw 5 or draw up to 5?
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Polk5440

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #105 on: September 30, 2012, 12:36:44 pm »
+1

Here are some comments, by category. I submitted a card to the contest. I am most concerned with the quality of the reaction. This is also the hardest thing to gauge on how a card will play. Tejayes's little discussion on reactions is good.

While I'll be keeping these points in mind as I review, a good Reaction card does not need to follow all of these guidelines. If a Reaction ability is strong and almost always useful, then a weak non-Reaction ability could work. Also, the two abilities don't exactly need to be correlated (looking at Moat, especially) as long as they both do a good job that warrants a gain either way. Finally, if I like a $5+ entry, I'll vote for it.

In addition, I would like to add that if there is a lot of self-synergy between the action and reaction parts of the card, each part can be weaker. For me, maybe more than Tejayes, the card needs to feel like it's a whole card and not just a bunch of pieces put together. Also, for me, if the card is a little weak, that is less of a concern than if it is too strong since it is easy to add a vanilla bonus somewhere.

Cards that React to (Cursing) Attacks

Quote
Tripoli
$3 - Action-Reaction
+2 Cards
--
When any player plays an Attack, you may reveal this from your hand and set it aside. If you do, after the Attack resolves, discard this and +2 Cards.
--
(Rules clarification:  Any player means including you.)

Well, this is okay. Not weaker than Moat because you can use its reaction after you attack, and kind of a Moat x Secret Chamber reaction. It doesn't excite me, though.

Whist, Baccarat: Bad for this reason: http://forum.dominionstrategy.com/index.php?topic=71.0
Pinochle: Too situational. I agree partially with eHalcyon, probably can be tweaked to be a good $2 card.
Michigan: Seems balanced, but too boring.
Monastery: The wording on this card is just weird. Should it be a duration, too? I don't really like this, either.

Reactions that Trigger When you Discard

Several cards in this category would benefit from an "other than during your Cleanup Phase" or more precise language explaining when exactly you get the effect when you discard.

Quote
Crazy Eights
$3 - Action
+1 Card
+1 Action
Look at the top card of your deck. You may discard it or put it back.
--
When you would discard a card other than from play, you may reveal this from you hand. If you do, trash that card instead.

Tribello
$2 - Action-Reaction
+2 Actions
Choose one: Draw a card and discard a card, or +1 Buy.
--
When you discard a Victory card, you may reveal and discard this from your hand. If you do, gain a Treasure costing up to $6.

Both of these cards have action ideas I like (own Spy, weak Village, respectively) and okay reaction ideas that synergize with the actions, but both would benefit from an "other than during your Cleanup Phase" in order to make the power more reasonable in the reaction. I think that is an easy fix. Otherwise, Crazy Eights would allow you to trash any number of cards in the Cleanup phase without using an Action and Tribello would likely be stronger than Tunnel because of the ability to discard Victory cards in the Cleanup phase.

Quote
All Fours
$4 - Action-Reaction
+$2
--
When you discard a card from your hand other than during your Clean Up Phase, you may reveal this and set it aside.  If you do, gain a Gold and discard an additional card.
--
(Rules clarification: Cards set aside are returned to your hand at the start of your next turn or discarded at the start of your next Clean Up Phase, whichever comes first.)

Nice and simple. Or at least, it would be if the reaction was worded clearer. Maybe just reveal and discard rather than reveal and set aside? 

Klondike: The pieces don't make sense as a whole to me. The reaction would cause a lot of slow down in play in particular circumstances (Golem, Venture, etc.) where you have a lot of cards to choose one by one where they should go.
Blackjack: Synergizes with itself, but even so a little weak (or maybe just a little boring). It is better put together than Bridge, though.

Reactions that Trigger when you Gain Card

Quote
Anaconda
$3 - Victory
Worth 2 VP
--
Whenever you gain a Victory card costing $6 or less, you may reveal and trash this card from your hand. If you do, gain a copy of it.

Needs less ambiguous "it" and Reaction label. Here's the thing: I like this card. I like how it interacts with alt VP. I don't like that it kind feels like it treads on the toes of other winning cards in the set (e.g. Salesman, Carpenter) even though I like this better, I think. @Rush_Clasic: reaction also works during your buy phase. Anaconda is better than Canfield, which also steps on Missionary's toes. Also better than Scoundrel, another Victory-Reaction.

Pitch: Action is okay, reaction is no good (see previous discussion in this thread).
Canasta: Too strong. As worded, this could react to Haggler, Expand, Remodel, etc. resulting in easy double Provinces/Platinums/Colonies.
Jass: Mint + Talisman for Actions. Might be too strong because you can trigger the reaction on buy, as well.
Poch: Definitely not my cup of tea. Sorry.
Horseshoe, Piquet, Casino: The reaction is not enough of the star here.

Reactions that Trigger When Others Gain a Card

Quote
Cribbage
$5 - Action-Reaction
+2 Cards
+1 Action
+$1
Discard 2 cards.
--
When any player gains a Victory card you may reveal and discard this, if you do gain a Gold.

I agree with nopawnsintended that the reaction should be limited to when other players gain. Too strong, otherwise.  Might not need the +$1, either. Interesting idea, though.

Quote
Euchre
$3 - Action-Reaction
+2 Cards
+1 Buy
--
When another player gains a Victory card, you may set this aside from your hand.  If you do, then at the start of your next turn, +2 Cards, +1 Buy, and discard this.

Like eHalcyon, I like the analogy to "half-a-Wharf." This has a nice catch-up feel for a losing player without being swingy. The Reaction can be triggered in every game it's in, so to me, it's okay that it's a little weak. Definitely one of the better entries in this category. Pennies From Heaven is another nice catchup card, but I prefer Euchre. I also have a feeling that Pennies's reaction should be reveal and trash. I do like Pennies better than Finish Line.

Klabberjass, Jungle, Pyramid: I am not liking these gainers as good additions to the set.
Wichita: I would prefer this card to be reworded as an Action-Attack-Reaction. 
 
Wow, There are a Lot of "Unique" Reactions Left Uncategorized...

Quote
Shanghai
$3 - Victory-Reaction
Worth 1 VP
--
When you draw this other than during a Clean-up phase, you may reveal it and immediately discard it.  If you do, +2 Cards.

Nice and simple. I like it better than Savannah, which is another reveal and draw mechanic and a little strong. But might be too niche.

Quote
Spades
$7 - Action-Duration-Reaction
Now and at the start of all future turns: +$1.
--
While this is in play, when the game ends, you may reveal this from your play area. Take an extra turn after the game has ended. This can't cause you to take more than one turn after the game has ended.

I am not a fan of permanent durations in general, but this one has some things going for it; primarily that it's a $7 card, and those are allowed to be a little game-warping. If an opponent has this in play, you want to win by more than a one point margin; intresting incentive. I don't know how I feel about the $1 on every turn, though. It's way better than Treasury by itself.

Quote
Hearts
$4 - Action-Reaction
+1 Card
+2 Actions
--
When you reshuffle, you may reveal this card from your hand and set it aside.  If you do, trash a card from your hand, and at the beginning of next turn, +$1 and return this to your hand.
--
(Rules clarification: If you draw this into your hand and trigger a reshuffle before drawing up to X cards in hand, resolve the reaction part of the card first (set this aside and trash a card from your hand).  Then, continue drawing up to X cards in hand.)

A village-plus. Very nice self-synergy because the reaction triggers when you reshuffle, which happens more often in engine games, which is what a village with trashing promotes. A similar idea to, but more interesting than Rummy, in part because Rummy doesn't stack.

As far as VP token entries, Poker and Frog do not encourage the game to end enough.

As for the others:
Go Fish: This card is baffling to me. I think the reaction turns a trash into a discard? I think I like Graverobber's version of saving cards from the trash better, anyway.
Old Maid: Slows the play of engines WAY DOWN. Every time you play a village, you would have to wait and see whether someone wants to reveal this. Other reactions submitted seem more fun.
Knaves, Ninety-Nine: These reactions are ... atrocious. Sorry.
Cuttle: I don't like the "you may play this card" in the reaction.
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AJD

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #106 on: September 30, 2012, 12:39:02 pm »
+1

Quote
Scoundrel
$4 - Victory-Reaction
Worth 2 VP
--
Whenever a player (including you) plays a card that instructs you to draw exactly 1 card, you may reveal this card from your hand. If you do, +2 Cards instead.
Two of these and all your cantrips become +3 cards, +1 action.

I'm not sure that's true. Scoundrel doesn't say "draw a card in addition to the card you were already drawing" or "increase the number of cards drawn by 1"; it says "+2 cards instead"—in other words, it flat-out replaces the +1 card with a +2 cards, just as Trader replaces the gain-whatever with gain-silver. So if you reveal two Scoundrels to a single +1 card, they both replace the +1 card with +2 cards; they're not additive in a way that would produce +3 cards.
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nopawnsintended

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #107 on: September 30, 2012, 01:42:39 pm »
0

Hearts: Lots of luck and awkwardness make up this card. Maybe I need a card which can put this at the bottom of my deck? Is cleanup draw 5 or draw up to 5?

As I pointed out and Polk5440 mentioned in his comments, this is a trigger that happens more often when you're building an engine.  You also don't need to have any actions left to use the reaction part, so there's less luck than you might think initially.  Really, what you need is a card that can draw through the end of your deck.

To see why, suppose you have a Smithy and a Hearts in hand, and only two cards left in your deck.  Here, it would be crazy to play Hearts, then Smithy in the early game.  You'd want to play Smithy, trigger the reshuffle/reaction, trim your deck, and start your next hand (effectively) with a Bazaar.

In writing this, it just occurred to me that Hearts can be much more likely to trigger early game (because there aren't many cards between shuffles).  If you set it up right (Courtyard would be a dream combo), this can be a fantastic way to jumpstart an engine deck.  Once you have your engine deck, this is more likely to trigger anyway.

Also, it is an easy fix to add a rules clarification that says "For the purpose of this card, cleanup means draw up to 5." 
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Tables

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #108 on: October 01, 2012, 09:28:41 am »
+4

This should be obvious, but make sure you read each card carefully when making your critique (either publicly, or in votes). Some cards are usually a bit vague, but I've noticed for example a number of comments which seem to be based on thinking the card does something different to what it says it does, or not fully applying all the rules of Dominion to the card (in edge cases I'm referring to, obviously). I know I do this as well but I thought it might be good to point out (especially as I know my card has gotten some flak over things which could have only come about as a misreading, not that I was expecting my card to win (it was about 25% joke entry...)).
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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.

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #109 on: October 01, 2012, 10:16:55 am »
0

This should be obvious, but make sure you read each card carefully when making your critique (either publicly, or in votes). Some cards are usually a bit vague, but I've noticed for example a number of comments which seem to be based on thinking the card does something different to what it says it does, or not fully applying all the rules of Dominion to the card (in edge cases I'm referring to, obviously). I know I do this as well but I thought it might be good to point out (especially as I know my card has gotten some flak over things which could have only come about as a misreading, not that I was expecting my card to win (it was about 25% joke entry...)).

I've noticed the same thing - if you are going to criticize a card, make sure you really understand what it does!
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Kirian

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #110 on: October 01, 2012, 11:23:20 am »
0

This should be obvious, but make sure you read each card carefully when making your critique (either publicly, or in votes). Some cards are usually a bit vague, but I've noticed for example a number of comments which seem to be based on thinking the card does something different to what it says it does, or not fully applying all the rules of Dominion to the card (in edge cases I'm referring to, obviously). I know I do this as well but I thought it might be good to point out (especially as I know my card has gotten some flak over things which could have only come about as a misreading, not that I was expecting my card to win (it was about 25% joke entry...)).

This is exactly why I've tried to refrain from making public comments on the cards.
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eHalcyon

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #111 on: October 01, 2012, 12:01:36 pm »
+3

I make public comments so that people can point out my misconceptions and so people can rebut my arguments and correct my mistakes. It helps me learn. :-)
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nopawnsintended

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #112 on: October 01, 2012, 12:37:53 pm »
+1

I make public comments so that people can point out my misconceptions and so people can rebut my arguments and correct my mistakes. It helps me learn. :-)

Me too.  I don't think there's anything wrong correcting yourself after you've made a mistake.  In a way, it's better.  You get to learn and clarify your thoughts in public instead of bringing misconceptions to voting.  With so many cards (and new mechanics), commenters are bound to misread a card.... heck, I did it with Rummy, and thought the card was much stronger (and cooler) than it is.
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Rush_Clasic

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #113 on: October 01, 2012, 03:29:31 pm »
+2

This should be obvious, but make sure you read each card carefully when making your critique (either publicly, or in votes). Some cards are usually a bit vague, but I've noticed for example a number of comments which seem to be based on thinking the card does something different to what it says it does, or not fully applying all the rules of Dominion to the card (in edge cases I'm referring to, obviously). I know I do this as well but I thought it might be good to point out (especially as I know my card has gotten some flak over things which could have only come about as a misreading, not that I was expecting my card to win (it was about 25% joke entry...)).

I've noticed the same thing - if you are going to criticize a card, make sure you really understand what it does!

If people are making incorrect comments about cards, it's because they incorrectly believe they understand what the card does. There's a lot of ideas here to comment on, and I'd much rather people shared their misinformed opinions than vote based on them.

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #114 on: October 01, 2012, 07:56:26 pm »
0

Here are my reviews of the cards I liked, one of which is mine. Overall, these submissions are much better than the ones for the +Buy challenge - there are a lot of workable cards here, good job!

Bridge
$4 - Action-Reaction
+1 Card
+1 Buy
+$2
Discard 2 Cards.
--
When an opponent buys more than one card during his buy phase, you may reveal and discard this card; if you do +1 Card, gain a Silver to your hand.

The top part is very close to Horse Traders, so is probably balanced. The bottom is basically like doing the top part except you gain a Silver and you get it all without playing this terminal. That's pretty dang strong - probably more so than Horse Traders' Reaction. Of course, they react to different things, but I'm guessing they'd come up about as often. Anyway, this is a very strong $4 card, but probably not unbalanced. It's not the most unique card either (at least the top part), but I can't help but like it.

(BTW, why doesn't this card reduce the cost of cards by $1? ;) )

Euchre
$3 - Action-Reaction
+2 Cards
+1 Buy
--
When another player gains a Victory card, you may set this aside from your hand.  If you do, then at the start of your next turn, +2 Cards, +1 Buy, and discard this.

When you hit the Reaction, it is pretty good. Otherwise, it is pretty darn weak. But, I like the +Buy, we could use more of those. Anyway, the Reaction will probably hit enough for this to sometimes be worthwhile, and sometimes not, which is a good amount. But, your really only start your turn with 6 cards and a +Buy, which makes this seem weak compared to Caravan. I don't know! I guess I like it!

Pinochle
$4 - Action-Reaction
Look at the top 2 cards of your deck. Discard one of them. Put the other one on top of your deck.
+2 Actions
+$1
--
When another player plays an Attack card, you can discard this to gain a [This Card], placing it on top of your deck.

The vanilla bonuses should really come first, unless there's a reason not to. The top is pretty weak (compare to Squire), and the reaction is ok. It would probably work better at $3, or even $2. But, I think this would be buyable at $4, especially as the only Village. Besides the non-standard ordering, I find nothing here offensive and actually like it. It is nice that it does what it does without doing too much. I'm guessing the price would have to come down with playtesting.

Blackjack
$3 - Action-Reaction
+1 Action
+1 Buy
+$2
Discard 2 cards.
--
When you discard this from your hand other than during a Clean-up phase, you may reveal it. If you do, +2 Cards.

The top is pretty weak by itself, probably too weak for a $3 card (compare to Silver, which doesn't give +Buy but doesn't discard 2 cards). The self-synergy Reaction is interesting, and would also synergize with cards that Tunnel works with. What happens when someone plays Militia and you discard this? Do you end up with 3 cards or 5? How about if you discard 2 of them? I think these types of things would need a rules clarification, but I don't think there's anything broken. Anyway, I'm happy enough with this card either way on the Attack-discard decision.

Crazy Eights
$3 - Action
+1 Card
+1 Action
Look at the top card of your deck. You may discard it or put it back.
--
When you would discard a card other than from play, you may reveal this from you hand. If you do, trash that card instead.

Mini-spy that self-synergizes to trash instead of discard. Which can be pretty good as a cantrip trasher. But, you definitely need to stack these for any worth - otherwise, they are pretty weak. Or, you know, work them with other cards / opponent attacks. I think the Reaction wording needs a little work, and should probably just be all times besides clean-up phase. But, I like it a lot!

Old Maid
$2 - Action-Reaction
+2 Actions
--
When another player plays a card with the wording "+2 Actions" you may set this card aside from your hand. If you do, at the start of your next turn, return this card to your hand and +1 Card.

I sort of like it and it sort of makes me laugh. A Necropolis that can become a Village (uppercase) if someone else plays a village (lowercase)? Sounds about right at $2. And to tell the truth, I like it!

Cribbage
$5 - Action-Reaction
+2 Cards
+1 Action
+$1
Discard 2 cards.
--
When any player gains a Victory card you may reveal and discard this, if you do gain a Gold.

Reaction is like Fool's Gold's, except works on any Victory and doesn't topdeck. Action is like a Lab that gets +$1 and discards 2 cards. Or maybe like a weak Warehouse +$1. To tell the truth, this is probably a bit weak for a $5 card - you'd usually be able to take advantage of gaining a Gold in the endgame, which is just when you don't want to be discarding good cards like this one and gaining Golds that you'll possibly never see again. This card would likely be good in Curse slogs and alt-VP mirrors, so it's not all weak. Anyway, I guess it's probably fine to a weak $5, and may be decent enough to vote for.

Just realized that this can trigger on your buys of VP. Which makes this even stronger for alt-VP and Curse slogs, and makes me like it a bit more. I don't think it would be OP in those situations either.

Scoundrel
$4 - Victory-Reaction
Worth 2 VP
--
Whenever a player (including you) plays a card that instructs you to draw exactly 1 card, you may reveal this card from your hand. If you do, +2 Cards instead.

As a 2VP Victory-Reaction, this surely draws comparisons with Tunnel. This card allows you to turn many villages and cantrips into double draws. The wording doesn't allows multiples of these to activate at the same time, since when you activate one it gives you +2 Cards instead, which doesn't activate a second. This may be pretty strong in some engines and weak in other decks. I do like that it has a unique Reaction trigger, and that it, like Tunnel, forces you to be careful to not over-buy them or risk clogging your deck.

Jass
$5 - Action-Reaction
Discard an Action card from your hand. If you do, gain a copy of the discarded card.
--
When you gain an Action card, you may discard this from your hand. If you do, gain a copy of the gained card.

Replicator Activated. This is pretty strong, but costs $5, so maybe that's ok. The Action is worse than Workshop for cheap cards, since you have to discard a copy, but can also get you expensive cards. The Reaction will likely happen more often, since you'll more often be gaining a card you want to replicate than wanting to discard a card to replicate it. It may be on the weak side of $5, but is probably ok.

Michigan
$4 - Action-Reaction
+2 Buys
+$2
--
When another player plays an Attack card, you may reveal this and set it aside.  At the start of your next turn, play this immediately, without using an Action.

I like this card besides the +2 Buys. Why would you put that on this card? It just lowers the chances of people voting for it, which is sad, because if it were just a Woodcutter action, the Reaction is interesting enough to make this a fun card. I still may vote for it, but including multiple buys on a card without a good reason is usually a bad idea. Anyway, the Reaction works well on this card - I think it would be more difficult to judge on a card that gave +Cards or +Actions.

Piquet
$4 - Action-Reaction
+$1
Set aside up to 2 Treasure cards from your hand on your [This Card] mat. Cards on your [This Card] mat may be returned to your hand at the start of your buy phase. Return them to your deck at the end of the game.
--
When you would gain a card, you may reveal this from your hand. If you do, instead, gain a Copper, setting it aside on your [This Card] mat.

The Copper gain Reaction will unlikely ever happen besides with Curses, though I guess I could see a use if you have +Buy to put some Coppers there for one last big turn. The Action is decent for putting away some treasures for later. I guess this is probably fine, though it only gets me a little bit excited.
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eHalcyon

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #115 on: October 03, 2012, 01:58:45 am »
0

Upon review (and taking into account others' comments), I think these are the cards I support the most:

Michigan -- unlike another poster above, I actually like that this has +2 Buys.  The second buy isn't that big a boost in power, but I like how it is a touch different than Workshop.  There are lots of official (and unofficial) Workshop+ cards already, so even a slight difference like this is cool.

Blackjack -- mostly I just like this as another not-so-bad +Buy.

Anaconda -- I didn't like it that much at first, but I really appreciated the analogy someone brought up of this being a "discount" on a future VP card.

Pinochle -- except I'd want this to start testing at $2 or $3.
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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #116 on: October 03, 2012, 07:04:05 am »
+1

Upon review (and taking into account others' comments), I think these are the cards I support the most:

Michigan -- unlike another poster above, I actually like that this has +2 Buys.  The second buy isn't that big a boost in power, but I like how it is a touch different than Workshop Woodcutter.  There are lots of official (and unofficial) Workshop Woodcutter+ cards already, so even a slight difference like this is cool.

Blackjack -- mostly I just like this as another not-so-bad +Buy.

Anaconda -- I didn't like it that much at first, but I really appreciated the analogy someone brought up of this being a "discount" on a future VP card.

Pinochle -- except I'd want this to start testing at $2 or $3.

FTFY
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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #117 on: October 03, 2012, 11:28:31 am »
0

Oops! Thanks.
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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #118 on: October 09, 2012, 11:35:51 am »
+3

The results for the Reaction card challenge are in!  As a reminder, here was the objective:

Quote
Create a card that has the "Reaction" type.  The card may have other types as well.  The card text must clearly specify the event or events that may activate the reaction card and what the reaction card does when activated.

The trigger event for the Reaction may not be an event that already exists on an official card that is NOT a Reaction.  For example, since Nomad Camp is not a Reaction card, you may not submit a Reaction card with the trigger event "When you gain this...."

Reaction cards can be tricky to evaluate, especially those whose usefulness is situational (e.g., Tunnel, Market Square), in part because the Reaction component is usually just half the card and also in part because we have relatively few official cards to use as examples.

As with the +Buy challenge, the votes were pretty spread out.  And once again, we have a tie!  Interestingly, both also offer +Buy.  Your two winning Reaction cards are:


#1 (tie) - Silver Smelter by jamespotter with 12 points (Blackjack)
$3 - Action-Reaction
+1 Action
+1 Buy
+$2
Discard 2 cards.
--
When you discard this from your hand other than during a Clean-up phase, you may reveal it. If you do, +2 Cards.

#1 (tie) - Landfall by eHalcyon with 12 points (Euchre)
$3 - Action-Reaction
+2 Cards
+1 Buy
--
When another player gains a Victory card, you may set this aside from your hand.  If you do, then at the start of your next turn, +2 Cards, +1 Buy, and discard this.


Silver Smelter is a situational Silver that offers +Buy but cannibalizes your hand pretty severely.  You probably need the reaction ability (or desperately need +Buy) to want this, and to use the reaction at all, you need a discarder.  But, oh, look, Silver Smelter is itself a discarder!  It'll also turn an Oasis into a Laboratory+Market and undo the effects of a Militia (you discard all cards to Militia at once, then reveal and activate Silver Smelter).  But in exchange for its self-synergy, it doesn't get activated by as many other cards as Tunnel does -- an Adventurer, for example, won't increase your hand-size, no matter how many of these things you skip over in search of Treasures.

Our second winner is a weak vanilla card whose effects can sometimes be postponed to the next turn.  What good is that, you say?  Well, on the next turn it doesn't use up an action to capitalize upon, which means that +2 Cards is a Laboratory rather than a Moat.  Additionally, +Buy is something that might well go to waste on any given turn, so having a way to defer it when you don't need it could be quite useful.  But it's a late-game card:  early on, this is probably usually pretty bad.

Hot on the heels of the winners:


#3 (tie) - Diviner by PurplePotato with 10 points (Crazy Eights)
$3 - Action
+1 Card
+1 Action
Look at the top card of your deck. You may discard it or put it back.
--
When you would discard a card other than from play, you may reveal this from you hand. If you do, trash that card instead.

#3 (tie) - Repair Shop by Mecherath with 10 points (Canfield)
$5 - Action-Reaction
Gain a card costing up to $4.
--
When you gain a card you may discard this.  If you do, trash that card and gain a card costing up to $2 more.

#5 (tie) - Sappers by werothegreat with 8 points (Michigan)
$4 - Action-Reaction
+2 Buys
+$2
--
When another player plays an Attack card, you may reveal this and set it aside.  At the start of your next turn, play this immediately, without using an Action.

#5 (tie) - Memorial by yuma with 8 points (Frog)
$5 - Action-Reaction
+1 Card
+1 Action
+1 VP
--
When another player gains a VP token, you may reveal and discard this card; if you do, +3 Cards.

#5 (tie) - Tallager by RobertJ with 8 points (Cribbage)
$5 - Action-Reaction
+2 Cards
+1 Action
+$1
Discard 2 cards.
--
When any player gains a Victory card you may reveal and discard this, if you do gain a Gold.

#8 (tie) - Farmer's Market by nopawnsintended with 7 points (Hearts)
$4 - Action-Reaction
+1 Card
+2 Actions
--
When you reshuffle, you may reveal this card from your hand and set it aside.  If you do, trash a card from your hand, and at the beginning of next turn, +$1 and return this to your hand.
--
(Rules clarification: If you draw this into your hand and trigger a reshuffle before drawing up to X cards in hand, resolve the reaction part of the card first (set this aside and trash a card from your hand).  Then, continue drawing up to X cards in hand.)

#8 (tie) - Fief by Archetype with 7 points (Anaconda)
$3 - Victory
Worth 2 VP
--
Whenever you gain a Victory card costing $6 or less, you may reveal and trash this card from your hand. If you do, gain a copy of it.

#10 (tie) - Guarded Village by One Armed Man with 6 points (Pinochle)
$4 - Action-Reaction
Look at the top 2 cards of your deck. Discard one of them. Put the other one on top of your deck.
+2 Actions
+$1
--
When another player plays an Attack card, you can discard this to gain a Guarded Village, placing it on top of your deck.

#10 (tie) - Dog Keeper by ignorentmen with 6 points (Bridge)
$4 - Action-Reaction
+1 Card
+1 Buy
+$2
Discard 2 Cards.
--
When an opponent buys more than one card during his buy phase, you may reveal and discard this card; if you do +1 Card, gain a Silver to your hand.

#12 (tie) - Ivy by ashersky with 5 points (Shanghai)
$3 - Victory-Reaction
Worth 1 VP
--
When you draw this other than during a Clean-up phase, you may reveal it and immediately discard it.  If you do, +2 Cards.

#12 (tie) - Forger by Fuu with 5 points (Jass)
$5 - Action-Reaction
Discard an Action card from your hand. If you do, gain a copy of the discarded card.
--
When you gain an Action card, you may discard this from your hand. If you do, gain a copy of the gained card.

#14 (tie) - Reinforcements by angrybirds with 4 points (Rummy)
$3 - Action-Reaction
+2 Cards
--
When your discard pile is empty, you may reveal and discard this card. If you do +3 Cards.

#14 (tie) - Carver by popsofctown with 4 points (Pitch)
$3 - Action-Reaction
Trash a card from your hand.  Gain a Silver.
--
When you gain a card, you may reveal this from your hand.  If you do, put that card into your hand.

#14 (tie) - Piggy Bank by Saucery with 4 points (Piquet)
$4 - Action-Reaction
+$1
Set aside up to 2 Treasure cards from your hand on your Piggy Bank mat. Cards on your Piggy Bank mat may be returned to your hand at the start of your buy phase. Return them to your deck at the end of the game.
--
When you would gain a card, you may reveal this from your hand. If you do, instead, gain a Copper, setting it aside on your Piggy Bank mat.

#14 (tie) - Marquess by Davio with 4 points (Pennies From Heaven)
$4 - Action-Reaction
Discard a Victory card from your hand.
If you do, gain a Silver, putting it in your hand.
--
When an opponent gains a Victory card, you may reveal and discard this from your hand.  If you do, gain a Victory card costing up to $3 less than that card.

#14 (tie) - Chimney Sweep by Drab Emordnilap with 4 points (Cuttle)
$4 - Action-Duration-Reaction
Now and at the start of your next turn:
+1 Card
Trash a card from your hand.
--
Whenever another player trashes a card, you may play this card.

#19 (tie) - Jewelled Dagger by Adrienaline with 3 points (Wichita)
$3 - Treasure-Reaction-Attack
Worth $1
Reveal the top card of your deck, you may trash it or add it to your hand.
--
When an opponent gains a card during their turn, you may reveal this to place the gained card on top of their deck instead.

#19 (tie) - Warrior by dnkywin with 3 points (Poker)
$3 - Action-Reaction
+1 VP
--
When another player gains a Province, you may trash this card from your hand. If you do, gain a Duchy.

#19 (tie) - Village Idiot by PenPen with 3 points (Old Maid)
$2 - Action-Reaction
+2 Actions
--
When another player plays a card with the wording "+2 Actions" you may set this card aside from your hand. If you do, at the start of your next turn, return this card to your hand and +1 Card.

#19 (tie) - Falconer by Tejayes with 3 points (Klondike)
$4 - Action/Reaction
+2 Cards
+$1
--
When you discard a card from your hand or your deck, you may reveal this from your hand. If you do, put that card on the top or bottom of your deck, your choice.
--
(Rules clarification:  You must discard the card directly from your hand or your deck in order to use this card's Reaction ability. If the card must first be set aside, such as with Library or Adventurer, this card's Reaction ability cannot be used.)

#19 (tie) - Overreact by Bella Cullen with 3 points (All Fours)
$4 - Action-Reaction
+$2
--
When you discard a card from your hand other than during your Clean Up Phase, you may reveal this and set it aside.  If you do, gain a Gold and discard an additional card.
--
(Rules clarification: Cards set aside are returned to your hand at the start of your next turn or discarded at the start of your next Clean Up Phase, whichever comes first.)

#24 (tie) - Necromancer by RichardNixon with 2 points (Whist)
$4 - Action-Reaction
+3 Cards
You may discard a Curse. If you do, +1 Action. If you do not, gain a Curse.
--
When you would gain a Curse, you may discard this from your hand. If you do, your opponents gain a Curse instead.

#24 (tie) - Commune by Fragasnap with 2 points (Savannah)
$4 - Action-Reaction
+2 Actions
+1 Buy
+$1
--
When you draw this during a Clean-Up phase you may discard it. If you do, +2 Cards.
--
(Rules clarification: If you draw a Commune during your Clean-Up phase, even as a result of discarding a Commune, you may choose to discard it for its draw effect. You do not need to discard it the moment you draw it, only before you declare your Clean-Up phase over.)

#24 (tie) - Doctor by Qvist with 2 points (Go Fish)
$4 - Action-Reaction
+$1
Trash up to two cards.
--
When you would trash a card, you may reveal this from your hand.  If you do, discard this and put the trashed card aside.
Put that to your discard pile in your clean-up phase.

#27 (tie) - Thorp by Polk5440 with 1 point (Tribello)
$2 - Action-Reaction
+2 Actions
Choose one: Draw a card and discard a card, or +1 Buy.
--
When you discard a Victory card, you may reveal and discard this from your hand. If you do, gain a Treasure costing up to $6.

#27 (tie) - Decree by Robz888 with 1 point (Spades)
$7 - Action-Duration-Reaction
Now and at the start of all future turns: +$1.
--
While this is in play, when the game ends, you may reveal this from your play area. Take an extra turn after the game has ended. This can't cause you to take more than one turn after the game has ended.

#27 (tie) - Ridge by Schneau with 1 point (Scoundrel)
$4 - Victory-Reaction
Worth 2 VP
--
Whenever a player (including you) plays a card that instructs you to draw exactly 1 card, you may reveal this card from your hand. If you do, +2 Cards instead.

#27 (tie) - Hole by NoMoreFun with 1 point (Poch)
$3 - Action-Reaction
Select a card on your Hole mat. Choose one; trash it, or put it on top of your deck.  Set aside a card from your hand onto your Hole mat.
--
When you gain or trash a card, you may reveal this from your hand. If you do, put it on your Hole mat.
--
At the end of the game, trash this and trash all cards on your mat.

#27 (tie) - Metal Worker by Rush Clasic with 1 point (Ninety-Nine)
$4 - Action-Reaction
+1 Buy
Gain a Silver, putting it in your hand.
--
Whenever a player gains an additional buy, you may reveal this from your hand. If you do, choose one: Silver produces $3 when played this turn; or Silver produces $1 when played this turn.
--
(Rules clarification: If multiple players reveal this card, resolve them in turn order, starting with the active player. The result will always be that the last player in turn order to reveal this card will choose the final outcome.)

#27 (tie) - Soldier by Tables with 1 point (Monastery)
$2 - Action-Attack-Looter-Reaction
Each other player gains a Ruins.
--
When another player plays an Attack card, you may reveal this from your hand. If you do, discard any number of cards and put the rest on top of your deck in any order, then discard this card. At the start of your next turn, +5 Cards.

#27 (tie) - Reverbatory by Guy Srinivasan with 1 point (Finish Line)
$5 - Action-Reaction
+3 Cards
--
When another player buys a Duchy you may trash this from your hand. If you do, +1 Card and gain a Duchy.

#27 (tie) - Xxxxx by Graystripe77 with 1 point (Casino)
$4 - Action-Reaction
+$2
You may set aside this and and a card from your hand onto your Xxxxx mat.
You may trash a card from your Xxxxx mat.
--
When you gain a card, you may reveal this from your hand. If you do, put the card on your Xxxxx mat. At the end of the game, return all cards on the Xxxxx mat to your deck.

#35 (tie) - Surgeon by Nicrosil with 0 points (Tripoli)
$3 - Action-Reaction
+2 Cards
--
When any player plays an Attack, you may reveal this from your hand and set it aside. If you do, after the Attack resolves, discard this and +2 Cards.

#35 (tie) - Woodshop by Kirian with 0 points (Pyramid)
$5 - Action-Reaction
+1 Buy
+$2
--
When another player gains a non-Victory card with a cost of up to $4, you may reveal this card from your hand and discard it.  If you do, gain a copy of the gained card.

#35 (tie) - Reversal by Buggy with 0 points (Knaves)
$4 - Action-Reaction
+2 Cards
Discard 2 Cards.
--
You may reveal Reversal from your hand when discarding it due to an Action. If Reversal is among the cards discarded, you may draw the same number of cards after discarding.

#35 (tie) - Industrial Espionage by Michaelf7777777 with 0 points (Klabberjass)
$5 - Action-Reaction
+2 Cards
--
When another player gains a card, you may discard this card. If you do you may gain an Action card costing at most $2 less than it.

#35 (tie) - Scriptorium by DWetzel with 0 points (Jungle)
$3 - Action-Reaction
+2 Cards
--
When any player (including you) gains a card without buying it, you may reveal and discard this card.  If you do, you may take a copy of the gained card from the supply and place it in your hand.
--
(Rules clarification: Cards placed in your deck as a result of Scriptorium's reaction are not "gained," in the same way that you don't "gain" cards with Masquerade, so this card may not be revealed in a response to other people revealing this card.)

#35 (tie) - Engineer by Sakako with 0 points (Horseshoe)
$5 - Action-Reaction
Discard any number of cards. For each card you discard, +1 Action, +1 Card, +1 Buy.
--
When you would gain a card, you may reveal this from your hand. If you do, instead, gain a Copper, putting it into your hand.

#35 (tie) - Anvil by JFugue with 0 points (Canasta)
$4 - Action-Reaction
Gain a Copper, putting it on top of your deck.
+3 Cards
+1 Buy
--
When a card played as an action would cause you to gain a card, you may reveal this from your hand.  If you do and if this is the first time you have revealed Anvil in reaction to that action, you may trash the gained card or gain an additional copy of it.
--
(Rules clarification: A card played as an action means that this card cannot react to the gaining effect of Fool's Gold or Market Square or the additional copies gained by itself, for example.  If you play two Workshops while this card is in hand, you may react to both, gaining an additional copy of the gained card each time if desired; but if you play one Workshop while you have two copies of this card in hand, you may react with both, but only the first will allow you to gain an additional copy of, or trash, the gained card.)

#35 (tie) - Venom by Powerman with 0 points (Baccarat)
$4 - Action-Reaction
+3 Cards
Discard 2 cards.
--
When another player plays an Attack card, you may reveal and discard this from your hand.  If you do, your opponent trashes that Attack card, and you both may gain a card costing at most $2 less than the trashed card; +1 Card.
--
(Rules clarification:  Your choice of gained card and your opponents choice are independent of each other.)
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Robz888

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #119 on: October 09, 2012, 11:42:57 am »
+1

I guess the set should officially be called "eHalcyon" now.
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eHalcyon

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #120 on: October 09, 2012, 11:45:31 am »
0

I guess the set should officially be called "eHalcyon" now.

We could cut some of them out. :-P
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Robz888

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #121 on: October 09, 2012, 11:51:55 am »
0

I guess the set should officially be called "eHalcyon" now.

We could cut some of them out. :-P

Yeah, leave some room for other people! :)

I actually rather liked my card, with the obvious and unfortunate caveat that it probably shouldn't be a Reaction card at all:

#27 (tie) - Decree by Robz888 with 1 point (Spades)
$7 - Action-Duration-Reaction
Now and at the start of all future turns: +$1.
--
While this is in play, when the game ends, you may reveal this from your play area. Take an extra turn after the game has ended. This can't cause you to take more than one turn after the game has ended.

In any case, I do like the two winning cards quite a bit. Congrats!
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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #122 on: October 09, 2012, 12:06:00 pm »
+1

#1 (tie) - Landfall by eHalcyon with 12 points (Euchre)
$3 - Action-Reaction
+2 Cards
+1 Buy
--
When another player gains a Victory card, you may set this aside from your hand.  If you do, then at the start of your next turn, +2 Cards, +1 Buy, and discard this.

Is there a good reason for this not to say "If you do, then at the start of your next turn, play this"? It seems simpler if the card ends up in play instead of in your discard pile, just for purposes of tracking how many buys you have.
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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #123 on: October 09, 2012, 12:07:59 pm »
0

Congrats to jamespotter and eHalcyon (again)!

Quote
#19 (tie) - Village Idiot by PenPen with 3 points (Old Maid)
$2 - Action-Reaction
+2 Actions
--
When another player plays a card with the wording "+2 Actions" you may set this card aside from your hand. If you do, at the start of your next turn, return this card to your hand and +1 Card.

This card was made with the intention of a joke card. I thought that a reaction to certain wordings would be pretty cool and villages are the most common Action cards out there.

I actually was almost crazy enough to make the reaction where if you play a village (any +2 actions) you can reveal this card, search your deck for any copies of this and play all of them immediately without using any actions. But it doesn't get a +card, so you just played a bunch of Village Idiots, got dozens of unused actions and your hand is left with what you haven't played.

...that was a little extreme so I toned it down to this one. But it was fun making that up.
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eHalcyon

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #124 on: October 09, 2012, 12:20:38 pm »
0

#1 (tie) - Landfall by eHalcyon with 12 points (Euchre)
$3 - Action-Reaction
+2 Cards
+1 Buy
--
When another player gains a Victory card, you may set this aside from your hand.  If you do, then at the start of your next turn, +2 Cards, +1 Buy, and discard this.

Is there a good reason for this not to say "If you do, then at the start of your next turn, play this"? It seems simpler if the card ends up in play instead of in your discard pile, just for purposes of tracking how many buys you have.

I just didn't want to have to clarify that playing it that way would take no actions. But it's probably better, especially for tracking.

The name is meant to reference Wharf and be a response to Astrolabe.

And I am serious about dropping some of my cards. The ones that tied for first?
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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #125 on: October 09, 2012, 12:45:07 pm »
+1

I love how my Jeweler (+Buy) was considered interesting, but wildly unbalanced, and my Sappers (Reaction) was considered balanced, but boring.
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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #126 on: October 09, 2012, 12:47:42 pm »
0

I don't think it's fair to drop your cards, eHalcyon, to the people who voted for them. This is the community set, right? The community has spoken!
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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #127 on: October 09, 2012, 03:29:19 pm »
0

Congrats to the winners, but not the ones I liked the most.

Problem with Silver Smelter is that I hate self synergizing cards; I hate Hunting Party and Cultist or any other card that turns into a race to win the split.

The problem with Landfall is that I don't see myself buying it all too often. Yeah, it can be good in the end game, but then you need to have bought it sooner, since you need to be buying Duchies in the end game. So are you going to handicap yourself with sub-par card early or pick it up late and hope to get to use the reaction part once, maybe twice?

A reaction should trigger more often than that.
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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #128 on: October 09, 2012, 03:44:30 pm »
0

I just didn't want to have to clarify that playing it that way would take no actions. But it's probably better, especially for tracking.

The name is meant to reference Wharf and be a response to Astrolabe.

And I am serious about dropping some of my cards. The ones that tied for first?
If you drop any cards at all, just Harbinger, the Fact or Fiction card. It is way too strong. Your cards won for a reason, though! Great work!
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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #129 on: October 09, 2012, 03:48:19 pm »
0

I just didn't want to have to clarify that playing it that way would take no actions. But it's probably better, especially for tracking.

The name is meant to reference Wharf and be a response to Astrolabe.

And I am serious about dropping some of my cards. The ones that tied for first?
If you drop any cards at all, just Harbinger, the Fact or Fiction card. It is way too strong. Your cards won for a reason, though! Great work!

That is the one I want to drop the most, simply because it is "the Fact or Fiction card".  I didn't mean to copy something from Magic.

Dropping it would have to be a community decision, but I'm not sure how that would be done.  I am just indicating that I am perfectly willing to cut out some of my cards.  I would not be upset about it.
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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #130 on: October 09, 2012, 03:54:37 pm »
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Dropping Fact or Fiction because it is Fact or Fiction is not a good reason to cut Fact or Fiction. IMO.
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eHalcyon

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #131 on: October 09, 2012, 03:57:37 pm »
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Dropping Fact or Fiction because it is Fact or Fiction is not a good reason to cut Fact or Fiction. IMO.

Well, it is probably way too strong too, as others have pointed out.  I also think it is a bit redundant, given how much big draw (both terminal and non-terminal) has made it into the set.
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jamespotter

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Re: Mini-Set Design Contest, Challenge #18: Reaction Card!
« Reply #132 on: October 10, 2012, 06:22:25 pm »
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"Secret History" of Silver Smelter   :P

I realize that Silver Smelter is actually a very weak card, but I took two things into consideration when making it. One is that the reaction could be overpowered enough in certain setups that the top part had to be a very weak action. At the same time, it had to be non-terminal since multiple copies of this card would otherwise junk up your deck way too much. Secondly, it had to have self synergy, otherwise it would be absolutely terrible in other set-ups.

Originally there was no +buy and it just said discard one card, but I thought that made the card almost always superior to silver, so I changed it.
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