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Author Topic: Treasure Chest Design Contest — Card #5: Intrigue  (Read 81698 times)

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LastFootnote

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Treasure Chest Design Contest — Card #5: Intrigue
« on: October 03, 2013, 06:21:27 pm »
+9

The fourth contest is to design a card that would fit well in Intrigue.

Submission Rules

• Submit no more than one card per challenge.
• You are not obligated to submit a card for every challenge.
• Submit your card 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.
• Unlike the previous set design contest, the name you give your card will appear on the ballot. If multiple cards with the same name are submitted, I will differentiate them with letters in a randomly chosen order, e.g. [Card Name] A, [Card Name] B, etc. Cards themselves will likewise be listed in a random order on the ballot.
• 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.
• A single card might conceivably qualify for multiple challenges within this series. If your card doesn't win the first challenge you submit it to, you may submit it for any and all future challenges (until it wins), provided the card fits those challenges. This is particularly pertinent for cards that don't win the first of two slots for a large expansion, although depending on which card does win, your card may not qualify for the second challenge.
• Do not disclose your submissions publicly, either in this thread or elsewhere!

For this Treasure Chest set, you may not submit cards that combine certain mechanics from multiple expansions. The idea is that you could simply slot the cards into their respective sets without needing components or rules specific to another set. Specifically:

• Duration cards may only be submitted as candidates for a Seaside slot.
• Potion-cost cards may only be submitted as candidates for the Alchemy slot.
• Cards that use VP tokens or cost $7 or more may only be submitted as candidates for a Prosperity slot.
• Cards that use Coin tokens and cards that use overpay may only be submitted as candidates for the Guilds slot.
• Cards that use Ruins (Looters) and cards that use Spoils may only be submitted as candidates for a Dark Ages slot.

Many mechanics are fair game for any submission. The following is an incomplete list.

• Victory/Action and Victory/Treasure hybrid cards.
• Cards that allow you to choose an ability from a list.
• Cards with on-buy, would-gain, on-gain, and on-trash abilities.

I will be putting some constraints on the set as a whole.

• The raw number of cards (including randomizers) must not exceed 150.



Challenge #5 : Intrigue

Design a Kingdom card that would fit into the Intrigue expansion. Such a card could have one or more of the following qualities:

• Gives you choices.
• Is a Victory card (including Victory–Action and Victory–Treasure hybrids).
• Cares about Victory cards.

BUT! Intrigue has a bunch of normal cards, too. When it comes right down to it, cards that give you choices are common everywhere. So for this contest, I encourage you to design a card that isn't too complex and would fit in either the Base Set OR Intrigue, since lots of Intrigue cards would be fine in the Base Set.

I have a special request! I've been meaning to write a little blurb on each of these contests, but I'm lazy, so this it my first attempt. In this blurb, I'd like to talk about Things We Already Have: Intrigue Edition!

I see a lot of fan cards out there that are sort of a variation on Pawn/Steward/etc. Choose one/two from this list of various things that aren't really related. You know the kind of card I mean. We've got a lot of that already. If your card has a Choose-X mechanic, it should be for a good reason. Not just an expensive Pawn that chooses 3 options or gives +2 of everything instead of +1.

Likewise, if you're going to make a hybrid Victory card, it would be ideal if there is a reason it's a Victory card. Don't just take a card, raise the cost, and tack some VP on. Nobles, Harem, and especially Great Hall have filled the niche of "This is a hybrid card for the sake of being a hybrid card." Think Island: a card that's a Victory hybrid because that's the best way to pull off its mechanic.

You're free to ignore this advice, of course. I will not disqualify your mega-Pawn cards. Just some food for thought here.

The deadline for this week's challenge is Friday, October 11, 2013 at 8am CDT.

If you have any questions, please post them here or send me a private message and I will endeavor to answer them in a timely manner. Good luck!
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LastFootnote

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #1 on: October 03, 2013, 06:21:40 pm »
+9

Quote
Logothete
Types: Action
Cost: $4
+2 Actions. Reveal your hand. +1 Card and +$1 per Victory card revealed. Reveal your hand again and put all the revealed Victory cards at the bottom of your deck in any order.


Quote
Cold Iron
Types: Treasure – Attack – Victory – Reaction
Cost: $4
Worth $1. When you play this, each other player with 5 or more cards in hand draws a card then puts cards from his hand on top of his deck until he has 4 cards in hand.

Worth 1 VP. When another player plays an Attack card, you may discard this from your hand. If you do, gain a Silver, putting it into your hand, and you are not affected by the Attack.


Quote
Sphinx (A)
Types: Action – Attack
Cost: $4
+1 Card. +1 Action. If this is the first time you played a Sphinx this turn, each other player guesses how many Action cards you will play this turn. At the end of your Action phase, each player who guessed incorrectly gains a Curse.

Clarification: The players guess in turn order.


Quote
Sphinx (B)
Types: Action
Cost: $3
Choose one: +3 Cards and discard a card that is not a Victory cards (or reveal a hand of all Victory cards); or +$3 and cards cost $1 more this turn; or trash 3 cards from your hand and gain a card costing $0.


Quote
Paladin
Types: Action – Attack – Victory
Cost: $4
+1 Action. Choose one: Each player (including you) with 4 or more cards in hand discards a card; or each player (including you) draws until he has 4 cards in hand.

Worth 1 VP for every 4 Attack cards in your deck (rounded down).


Quote
Landlord
Types: Action – Victory
Cost: $5
+2 Cards. You may discard a Victory card. If you do, +1 Action.

Worth 1 VP per empty Supply pile.


Quote
Dance
Types: Action – Attack – Reaction
Cost: $4
Choose one: Each player (including you) puts a card from his hand on top of his deck; or each player puts his deck into his discard pile.

When another player shuffles, you may reveal and discard this from your hand. If you do, +2 Cards.


Quote
Quartermaster
Types: Action – Attack
Cost: $3
+$2. Discard a card. Each other player with 4 or more cards in hand discards a card that shares a type with and costs more than the card you discarded (or reveal a hand with no such card).


Quote
Concerto
Types: Action
Cost: $3
+1 Action. Look through your discard pile. You may reveal a card from it and put it on the bottom of your deck. If it is an… Action card, +1 Action; Treasure card, +$1; Victory card, +1 Card.


Quote
Architect (A)
Types: Action
Cost: $6
+1 Action. +$2.

While this is in play, when an Action Card (including this) would give you any amount of $, you may draw that many cards instead.


Quote
Acropolis
Types: Action
Cost: $5
When you play this, +1 Card per unused action you have (Action, not Action card). +2 Actions.


Quote
Prefecture
Types: Action – Victory
Cost: $5
Reveal cards from your deck until you reveal a Victory card. If you do, put it and one other revealed card into your hand. Discard the rest.

Worth 2 VP.


Quote
Nabob
Types: Action – Attack
Cost: $5
+2 Cards. Trash a card from your hand. Choose one: Gain a card costing up to $2 more than the trashed card; or each other player gains a card costing up to the cost of the trashed card.


Quote
Courtier
Types: Action – Attack
Cost: $4
You may gain a Duchy. If you didn't, gain a Silver. Each other player may gain an Estate. If he didn't, he gains a Copper.


Quote
Monastery
Types: Action
Cost: $4
Gain a card costing up to $6. For each $1 over $4 it costs, each other player may choose one: he trashes a card from his hand; he gains up to 2 Coppers, putting them into his hand; he discards his hand and draws 5 cards.


Quote
Lawyer
Types: Action
Cost: $5
+$2. Reveal the top card of your deck. If you reveal a Victory card, discard it and gain an Action card costing up to $5. Otherwise, put the card back and gain an Action card costing up to $3.


Quote
Lord
Types: Action – Victory
Cost: $4
Reveal your hand. If you revealed a Treasure card, a Victory card, and an Action card (each separate cards), then +$3. Otherwise, +$1.

Worth 1 VP.


Quote
Bailey
Types: Action – Victory
Cost: $4
Do this three times: Choose one: +1 Action; or discard a Victory card, and +$2 if you did.

Worth 1 VP.


Quote
Wall
Types: Action – Reaction
Cost: $4
Choose two: Look at the top card of your deck and discard it or put it back; or gain a card costing up to $3; or trash a card from your hand. (The choices must be different.)

When another player plays an Attack card, you may reveal this from your hand. If you do, you may discard any number of cards from your hand. At the start of your next turn, draw that many cards.


Quote
Overseer
Types: Action
Cost: $4
Put a marker on an empty District of the Overseer Mat. If you put it on the…
Residential District, +1 Card and +2 Actions
Craftsmen's District, +3 Cards
Commercial District, +1 Card, +1 Action, and +$1
Industrial District, gain a card costing up to $4
Logging District, +1 Buy and +$2
If four districts of the mat have a marker, remove all the markers.

Rules Clarification: There is one communal Overseer mat, split into the five districts.


Quote
Shrine
Types: Action – Victory
Cost: $5
+1 Action. Choose one: trash a card from your hand; or +1 Card.

Worth 2 VP.


Quote
Committee
Types: Action
Cost: $5
+$2. The player to your left names a card. Reveal the top 4 cards of your deck and choose one that is not the named card. Trash it or gain a copy of it. Put the untrashed cards back in any order.


Quote
Taylor-Compton
Types: Action – Victory
Cost: $5
+1 Card. +1 Action. Discard any number of Victory cards. +$1 per card discarded.

Worth 1 VP.


Quote
Usurer
Types: Action – Attack
Cost: $5
Discard any number of cards. Choose one: +$1 per card discarded; or each other player discards until he has the same number of cards in hand as you.


Quote
Dungeon
Types: Action – Victory
Cost: $5
+1 Action. Trash up to 3 cards from your hand.

Worth 1 VP per $ in the cost of the cheapest card in your deck (in Coins).


Quote
Majordomo
Types: Action
Cost: $4
+1 Action. Discard a card. If it is a… Victory card, +1 Card; Treasure card, +2 Cards; Action card, +3 Cards.


Quote
Wedding
Types: Action – Attack
Cost: $5
+1 Action. You may trash up to 2 cards from your hand. If you trashed exactly 1 card, each other player discards down to 3 cards in hand. If you trashed exactly 2 cards, each other player gains a Curse.


Quote
Liege
Types: Action – Attack
Cost: $5
+2 Cards. Each other player discards a Victory card (or reveals a hand with no Victory cards). If any player discards a card this way, play this again.


Quote
Traitor
Types: Action – Attack
Cost: $4
+$1. Choose one: Name a card costing up to $3 and each other player with 5 or more cards in hand discards a copy of the named card (or reveals a hand without it); or, choose an Attack card from your hand and play it twice.


Quote
Homestead
Types: Action – Victory
Cost: $4
+2 Actions. Reveal cards from the top of your deck unti you reveal a Victory card. Put that card into your hand and discard the rest.

Worth 1 VP.


Quote
Observatory
Types: Action
Cost: $3
+1 Action. Reveal the top 3 cards of your deck. If you revealed a Victory card, put all the revealed cards into your hand. Otherwise, discard them.


Quote
Tiller
Types: Action
Cost: $4
Trash a card from your hand. The player to your left chooses a card in the Supply costing at least $2 more than the trashed card. Gain it.


Quote
Architect (B)
Types: Action
Cost: $5
Trash a card from your hand. Choose one: gain a card costing up to $2 more than the trashed card, which you may put on top of your deck; or +2 Buys and +$ equal to the trashed card's cost in Coins.


Quote
Groundskeeper
Types: Action
Cost: $5
+1 Card. +$1. Discard a card. Choose one: set aside up to 3 cards from your discard pile, discarding them after your next reshuffle; or shuffle your discard pile and put it at the bottom of your deck.


Quote
Heir
Types: Victory
Cost: $4
At the end of the game, choose one: Trash an Estate from your deck and this is worth 1 VP per Estate in your deck; or trash 2 Curses from your deck and this is worth 2 VP; or trash 3 Coppers from your deck and this is worth 3 VP if you have no Treasures in your deck.


Quote
Mob
Types: Action – Attack
Cost: $5
The player to your left reveals his hand. Choose one of the revealed cards costing up to $6. Either gain a copy of it or each other player gains a copy of it, your choice.


Quote
Nouveau Riche
Types: Action
Cost: $4
You may discard an Estate. If you do, +3 Cards. You may discard a Duchy. If you do, +$2. You may discard a Victory card. If you do, +1 Action.

Clarification: It should be clear from the wording here, but you don't choose between these three options. You choose whether or not to do each in order.


Quote
Hidden Passage
Types: Action
Cost: $3
+1 Card. +1 Action. You may trash a card from your hand. Each other player may reveal the top 2 cards of his deck. If he does, he trashes one and discards the other.

EDIT: Added +1 Card and +1 Action.


Quote
Legate
Types: Action
Cost: $4
+1 Action. +$1. Each player (including you) reveals the top 3 cards of his deck and puts one of them (your choice) in his hand, then puts the rest back on top in an order he chooses.


Quote
Secret Plot
Types: Treasure – Victory
Cost: $3
Worth $1. When you play this, each player may set aside a card face down on his Secret Plot mat. You may look at the cards on your mat at any time; reveal them and return them to your deck at the end of the game.

Worth 1 VP for each differently-named card on your mat that no other player has a copy of on his mat.


Quote
Castellan
Types: Action – Attack
Cost: $5
Do the following three things in any order; you get the version in parentheses: Each player draws until he has 5 (6) cards in hand; each player discards down to 3 (3) cards in hand; each player trashes up to 1 (2) cards from his hand.


Quote
Inquisitor
Types: Action – Attack
Cost: $5
+$2. Each other player may discard any number of cards. Choose one: Each other player gains a Curse for each card in hand over 3; or each other player trashes a card from his hand and draws until he has 3 cards in hand.


Quote
Narcissist
Types: Action
Cost: $4
You may reveal then discard any number of differently-named cards. For each card discarded this way, if it is an… Action card, +2 Actions; Treasure card, +$2; Victory card, +2 Cards.


Quote
Ironworker
Types: Action
Cost: $2
Discard a card. If it is an… Action card, +3 Actions; Treasure card, +$3; Victory card, +3 Cards.


Quote
Warden
Types: Action
Cost: $6
+1 Action. Choose two in any order: Draw until you have 6 cards in hand; play an Action card from your hand; trash a card from your hand and gain a card costing up to $2 more, putting it on top of your deck. (The choices must be different.)


Quote
Cannoneer
Types: Action – Attack
Cost: $5
+2 Cards. +$1. Each other player with at least 5 cards in hand reveals one of them. He either discards it and gains a copy of it or he trashes it, your choice.


Quote
Visiting Dignitary
Types: Action
Cost: $4
+1 Action. Trash this. Gain a Visiting Dignitary and a Victory card costing up to $6.
« Last Edit: October 18, 2013, 09:22:55 am by LastFootnote »
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LastFootnote

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #2 on: October 03, 2013, 06:21:51 pm »
+2

First poll results:

Landlord16
Prefecture13
Overseer13
Monastery10
Homestead10
Concertomarket squire9
MajordomoRobz8889
ObservatoryEistee9
Nouveau RicheAsper9
Architect (A)A Drowned Kernel8
Dungeonscott_pilgrim8
LogotheteGveoniz7
Paladinmarkusin7
QuartermasterGuy Srinivasan7
AcropolisEggplantation7
Courtiersoulnet7
WallPowerman7
Secret PloteHalcyon7
Lawyerangrybirds6
Taylor-ComptonJack Rudd6
WeddingKingZog36
Tillernopawnsintended6
Cold Ironandwilk5
Nabobheatthespurs5
Baileyjamespotter5
CommitteeLastFootnote (Enterprise)5
HeirSirPeebles5
NarcissistWanderingWinder5
Visiting DignitarySchneau5
Sphinx (B)mail-mi4
DanceMatt_Arnold4
Lordignorentmen4
Liegejackelfrink4
GroundskeeperXerxesPraelor4
Hidden PassageShowdown354
CastellanChaos4
Ironworkerdnkywin4
CannoneerGwinnR4
Traitordghunter793
Mobyuma3
LegateWatno3
Inquisitorcpgiels3
WardenSaucery3
ShrineChocophileBenj2
Sphinx (A)ray1
UsurerConMan0
Architect (B)werothegreat0
« Last Edit: November 08, 2013, 03:41:46 pm by LastFootnote »
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AJD

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #3 on: October 03, 2013, 07:13:05 pm »
+3

I think having the Intrigue contest allow base-set cards also is a fine idea and I endorse it, don't get me wrong. I've just got some factual quibbles:

When it comes right down to it, cards that give you choices are common everywhere.

I guess... But Intrigue has more of them than any other set does, just like Seaside has more cards dealing with the top of the deck. In the narrowest counting, Intrigue has five 'choose one: this or that' cards; Seaside has two; Prosperity has one; Cornucopia has Trusty Steed; Hinterlands has one; Dark Ages has about four and is bigger than Intrigue. (I'm not counting "choose a card", or Spy-type effects. Just, like, "there's a bunch of separate things this card can do; you pick one". We could get the numbers higher by counting optional effects like Mining Village or Hamlet, but Intrigue still wins.)

Quote
lots of Intrigue cards would be fine in the Base Set.

I'm not sure I agree with this one either. What have we got?

Intrigue introduces "choose one"—so no Pawn, Steward, Nobles, Minion, Torturer in the base set.
Intrigue introduces other cards with different vanilla effects depending on when/how they're played: Shanty Town, Conspirator, Baron, Ironworks, Mining Village, Tribute.
Intrigue introduces mixed Victory cards: Great Hall, Harem, Nobles.
Intrigue has a bunch of minorly rule-changing cards that go beyond the simplicity of the base set: Masquerade, Wishing Well, Bridge, Coppersmith.

So Courtyard, Secret Chamber, Swindler, Scout, Duke, Saboteur, Trading Post, Upgrade—that's eight cards from Intrigue that, in my opinion, would feel more or less at home in the base set. Well, I guess that's not that few; it's almost a third of the expansion, anyway.
« Last Edit: October 03, 2013, 07:14:29 pm by AJD »
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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #4 on: October 03, 2013, 07:23:52 pm »
+3

I don't think Coppersmith or Wishing Well really go beyond the base set. In fact DXV once said that if he had a Dominion time machine he'd have probably put those two into the base set in place of Chancellor and Feast.
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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.

AJD

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #5 on: October 03, 2013, 07:38:44 pm »
0

I don't think Coppersmith or Wishing Well really go beyond the base set. In fact DXV once said that if he had a Dominion time machine he'd have probably put those two into the base set in place of Chancellor and Feast.

Yeah, I know he did. I respectfully disagree, especially with Coppersmith; I really think that's a little too off-the-wall to fit in the base set. I think the first expansion is the best place for both of them, broadening the range of the kinds of things Dominion cards can do.
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eHalcyon

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #6 on: October 03, 2013, 07:48:29 pm »
0

I have some crazy ideas for this one too, but not particularly well developed.  :-\
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Robz888

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #7 on: October 03, 2013, 08:05:48 pm »
+1

Alright, I've been ready to go on my Intrigue card for a while. VENGEANCE FOR RENOVATE
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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #8 on: October 03, 2013, 11:51:28 pm »
0

So Courtyard, Secret Chamber, Swindler, Scout, Duke, Saboteur, Trading Post, Upgrade—that's eight cards from Intrigue that, in my opinion, would feel more or less at home in the base set. Well, I guess that's not that few; it's almost a third of the expansion, anyway.
You really need to compare that with other expansions.

Taking Seaside as an example, Donald identified 5 cards as being "off-theme":
Ambassador, Warehouse, Cutpurse, Salvager, Explorer, Bazaar

Ambassador seems way too wacky for the main set, but I suspect Navigator could fit in fairly well (it's pretty similar to Chancellor in many ways). So that's 5 cards

Prosperity is harder; it has so many treasures, super-expensive cards; VP tokens, etc.
The only Prosperity cards that I see as real possibilities (and several of them are dubious) would be:
Worker's Village, Mountebank, Rabble and maybe Counting House and Vault

I'm too lazy to go through the other sets (I suspect Hinterlands in particular would probably score high) but you get the idea.
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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #9 on: October 04, 2013, 02:35:44 am »
+1

It took me a while, but I think I have something interesting. Now just to think of a name...
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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #10 on: October 04, 2013, 06:58:23 am »
+8

I have some crazy ideas for this one too, but not particularly well developed.  :-\

Just make sure to put the gained ideas on top of your deck!
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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #11 on: October 04, 2013, 07:57:43 pm »
0

What not to submit here : a victory-action card that gives you choice depending on victory cards
What to submit here : a basic card. (all 3 hybrid victory cards from Intrigue -Great Hall, Harem, Nobles- are pretty simple, so you can try one of them)
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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #12 on: October 05, 2013, 12:05:14 am »
+2

I have some crazy ideas for this one too, but not particularly well developed.  :-\

Just make sure to put the gained ideas on top of your deck!

If you go this route, you need to gain two ideas, one costing exactly one more, and one costing exactly one less than your original idea.  This technique works best when there is a synergy between ideas that have a cost difference of two, or when ideas cost $7.
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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #13 on: October 05, 2013, 12:13:45 am »
+8

I have some crazy ideas for this one too, but not particularly well developed.  :-\

Just make sure to put the gained ideas on top of your deck!

If you go this route, you need to gain two ideas, one costing exactly one more, and one costing exactly one less than your original idea.  This technique works best when there is a synergy between ideas that have a cost difference of two, or when ideas cost $7.

This joke was bad enough when it was just Mint and Mine, so can we please stop expanding this joke to include more cards? It's not making things any better.
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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: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #14 on: October 05, 2013, 12:41:30 am »
+10

I have some crazy ideas for this one too, but not particularly well developed.  :-\

Just make sure to put the gained ideas on top of your deck!

If you go this route, you need to gain two ideas, one costing exactly one more, and one costing exactly one less than your original idea.  This technique works best when there is a synergy between ideas that have a cost difference of two, or when ideas cost $7.

This joke was bad enough when it was just Mint and Mine, so can we please stop expanding this joke to include more cards? It's not making things any better.
I believe it's making the jokes up to $3 better.
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KingZog3

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #15 on: October 06, 2013, 09:33:11 pm »
0

I have some crazy ideas for this one too, but not particularly well developed.  :-\

Just make sure to put the gained ideas on top of your deck!

If you go this route, you need to gain two ideas, one costing exactly one more, and one costing exactly one less than your original idea.  This technique works best when there is a synergy between ideas that have a cost difference of two, or when ideas cost $7.

This joke was bad enough when it was just Mint and Mine, so can we please stop expanding this joke to include more cards? It's not making things any better.
I believe it's making the jokes up to $3 better.

I like how you expanded the joke beyond simple Mine/Mint.
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Tables

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #16 on: October 07, 2013, 01:26:23 am »
+7

I have some crazy ideas for this one too, but not particularly well developed.  :-\

Just make sure to put the gained ideas on top of your deck!

If you go this route, you need to gain two ideas, one costing exactly one more, and one costing exactly one less than your original idea.  This technique works best when there is a synergy between ideas that have a cost difference of two, or when ideas cost $7.

This joke was bad enough when it was just Mint and Mine, so can we please stop expanding this joke to include more cards? It's not making things any better.
I believe it's making the jokes up to $3 better.

I like how you expanded the joke beyond simple Mine/Mint.



Sadly someone explaining the joke got more respect than me. You see, the joke was shoehorning in the word Expand. This is amusing because like the Mine/Mint joke, and the above referenced "Develop" joke, Expand is a Dominion card. In addition there were already three cards this joke was hinging on, invoking a reference to the threeness on Expand. However that was very subtle, so Just a Rube making an explicit mention of price made the joke clearer. However he did not fully explain all of the humour which we decided in that other thread makes jokes funnier, and further we also decided that long winded joke explanations were themselves a joke, making this joke both funny for explaining a previous joke, and funny for being meta.
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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.

ChocophileBenj

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #17 on: October 07, 2013, 10:56:51 am »
+1

-Eel cultist-
Action attack, cost $5
+2 respect
Each other player reads a ruined joke.
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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #18 on: October 07, 2013, 06:45:50 pm »
0

So far we have 29 entries! Remember that the deadline is Friday this week, so there is still time to submit your card.
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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #19 on: October 08, 2013, 01:53:11 am »
0

I have some crazy ideas for this one too, but not particularly well developed.  :-\

Just make sure to put the gained ideas on top of your deck!

If you go this route, you need to gain two ideas, one costing exactly one more, and one costing exactly one less than your original idea.  This technique works best when there is a synergy between ideas that have a cost difference of two, or when ideas cost $7.

This joke was bad enough when it was just Mint and Mine, so can we please stop expanding this joke to include more cards? It's not making things any better.
I believe it's making the jokes up to $3 better.
I think you've done this joke Well. Now you get another joke, +1 time to speek and you may wish for another joke.
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cluckyb

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #20 on: October 10, 2013, 01:36:18 pm »
0

Anyone up for someone bouncing a card idea off them? I know the basic mechanic I want to use, I just have two ways of implementing it and am torn between which is better.
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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #21 on: October 10, 2013, 01:54:19 pm »
0

Anyone up for someone bouncing a card idea off them? I know the basic mechanic I want to use, I just have two ways of implementing it and am torn between which is better.

Lay it on me.
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NoMoreFun

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #22 on: October 11, 2013, 12:39:07 am »
0

Anyone up for someone bouncing a card idea off them? I know the basic mechanic I want to use, I just have two ways of implementing it and am torn between which is better.

I'd like to see
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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #23 on: October 11, 2013, 08:04:14 am »
0

Aaargh deadline is 8 AM instead of 10 AM, and I posted my card 2 minutes late ! Hope it'll be validated !
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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #24 on: October 11, 2013, 08:35:50 am »
+2

Aaargh deadline is 8 AM instead of 10 AM, and I posted my card 2 minutes late ! Hope it'll be validated !

It's 8AM CDT, so you should be good to go anyway!
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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #25 on: October 12, 2013, 08:37:42 am »
0

My Intrigue submission is my first one since Indulgence that I'm looking forward to discussing.  I don't have particularly high hopes for it in this contest, but I think there is some interesting and largely unexplored design space there even if the particular card I chose to submit is not ideal.
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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #26 on: October 12, 2013, 09:02:53 am »
+7

This contest will be the first one since I wrote my simulator, so I might go a little overboard and simulate every card: be warned.
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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #27 on: October 12, 2013, 10:59:47 am »
+1

This contest will be the first one since I wrote my simulator, so I might go a little overboard and simulate every card: be warned.

That would be awesome, but take results with a grain of salt. There are bound to be many choice cards and simulators tend to be bad at judging situations.
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WalrusMcFishSr

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #28 on: October 12, 2013, 11:17:37 am »
0

Yo I'm not submitting an entry to this or any of these contests, but here's a card name that I thought would be great for Intrigue, if you need flavor inspiration:

Viceroy

It's got the theme of minor nobility which is found throughout the expansion. Plus it could conceivably have interactions with Victory Cards, which are also very Intrigue-y. You could appoint a Viceroy to govern a distant province! And then...something good happens? Maybe you've got a choice about it? Haha
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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #29 on: October 12, 2013, 01:12:00 pm »
0

Viceroy

I actually considered that name, but I felt it was more for a Hinterlands card, because Viceroys are appointed to distant places. I agree about the interaction with Victory cards, though.
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KingZog3

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #30 on: October 12, 2013, 03:55:11 pm »
+1

I thought the deadline was yesterday. I'm impatient to see the card list :P
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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #31 on: October 13, 2013, 06:57:45 pm »
0

I thought the deadline was yesterday. I'm impatient to see the card list :P

Well, for us Canadians, it is Thanksgiving weekend, maybe LastFootnote is spending time with family in St. Paul... Alberta?
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KingZog3

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #32 on: October 13, 2013, 07:28:11 pm »
0

I thought the deadline was yesterday. I'm impatient to see the card list :P

Well, for us Canadians, it is Thanksgiving weekend, maybe LastFootnote is spending time with family in St. Paul... Alberta?

I am in Canada :P Just that I'm in Quebec, so some people here don't like the english holidays...
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markusin

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #33 on: October 13, 2013, 10:08:08 pm »
0

I thought the deadline was yesterday. I'm impatient to see the card list :P

Well, for us Canadians, it is Thanksgiving weekend, maybe LastFootnote is spending time with family in St. Paul... Alberta?

I am in Canada :P Just that I'm in Quebec, so some people here don't like the english holidays...
A fellow Dominion player who also lives in Quebec! We still get the day off here in Canada, though Canadian Thanksgiving is not nearly as big as it is in the U.S.
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dghunter79

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #34 on: October 15, 2013, 01:30:39 am »
0

My Intrigue submission is my first one since Indulgence that I'm looking forward to discussing.  I don't have particularly high hopes for it in this contest, but I think there is some interesting and largely unexplored design space there even if the particular card I chose to submit is not ideal.

I'm looking forward to discussing your card, also!

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #35 on: October 16, 2013, 06:48:13 am »
0

Long time after the deadline has past. Does anyone know what happened to LastFootNote ?
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SirPeebles

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #36 on: October 16, 2013, 07:26:27 am »
+10

My theory is that this contest was secretly being operated and funded by the US federal government, and has somehow been deemed "non-essential".
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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #37 on: October 16, 2013, 08:19:15 am »
+2

My theory is that this contest was secretly being operated and funded by the US federal government, and has somehow been deemed "non-essential".
Are you crazy telling us that??? When you stop posting here tomorrow, I'll send a Helicopter to save you from Guantanamo ;-)
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Robz888

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #38 on: October 16, 2013, 12:13:07 pm »
+1

Long time after the deadline has past. Does anyone know what happened to LastFootNote ?

He's probably just busy. It seemed to me like this contest was overwhelming him.
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Matt_Arnold

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #39 on: October 16, 2013, 12:29:21 pm »
+5

Long time after the deadline has past. Does anyone know what happened to LastFootNote ?
He's probably just busy. It seemed to me like this contest was overwhelming him.
Perhaps it would be valuable to make a new account specifically for the contest, and get a collaborator so that two different people can see the private messages and put them out there.
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KingZog3

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #40 on: October 16, 2013, 01:24:02 pm »
+1

Long time after the deadline has past. Does anyone know what happened to LastFootNote ?
He's probably just busy. It seemed to me like this contest was overwhelming him.
Perhaps it would be valuable to make a new account specifically for the contest, and get a collaborator so that two different people can see the private messages and put them out there.

I think there are a lot of people who would be willing, capable and have the time to do this.
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eHalcyon

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #41 on: October 16, 2013, 04:49:27 pm »
+9

My theory is that this contest was secretly being operated and funded by the US federal government, and has somehow been deemed "non-essential".

This is another theory:





Also, LF might be sidetracked by pokemon.
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Robz888

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #42 on: October 16, 2013, 04:51:02 pm »
+2

My theory is that this contest was secretly being operated and funded by the US federal government, and has somehow been deemed "non-essential".

This is another theory:





Also, LF might be sidetracked by pokemon.

Something something, compares all cards to Warehouse, something something.
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nopawnsintended

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #43 on: October 16, 2013, 11:49:43 pm »
+1

My theory is that this contest was secretly being operated and funded by the US federal government, and has somehow been deemed "non-essential".

This is another theory:





Also, LF might be sidetracked by pokemon.

Something something, compares all cards to Warehouse, something something.

The card I submitted for this contest was like Warehouse, except that (a) it doesn't give +1 Action, (b) it neither draws cards, nor discards them, and (c) it makes LastFootnote disappear.

Sorry.
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Archetype

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #44 on: October 17, 2013, 12:04:26 am »
+1

That sounds a lot like Mine!
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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #45 on: October 17, 2013, 11:04:53 am »
+2

That sounds a lot like Mine!

I don't see how?  Does it really let you gain a copy of a treasure when you reveal one from your hand AND make you trash all the treasures you have in play on buy?  If not, it's not Mine!
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Showdown35

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #46 on: October 17, 2013, 11:27:53 am »
0

That sounds a lot like Mine!

I don't see how?  Does it really let you gain a copy of a treasure when you reveal one from your hand AND make you trash all the treasures you have in play on buy?  If not, it's not Mine!

I think he was going for the pun... as in, it sounds like mine (my own card submission).

And the card you are describing is Mint!
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KingZog3

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #47 on: October 17, 2013, 11:35:25 am »
0

That sounds a lot like Mine!

I don't see how?  Does it really let you gain a copy of a treasure when you reveal one from your hand AND make you trash all the treasures you have in play on buy?  If not, it's not Mine!

I think he was going for the pun... as in, it sounds like mine (my own card submission).

And the card you are describing is Mint!

Mine was in caps, so the pun was intended. And he's describing Mint because it's a Mine/Mint joke.
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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #48 on: October 17, 2013, 11:58:29 am »
+1

That sounds a lot like Mine!

I don't see how?  Does it really let you gain a copy of a treasure when you reveal one from your hand AND make you trash all the treasures you have in play on buy?  If not, it's not Mine!

And some people claim i complain too much about Mine/Mint jokes. They are everywhere!! If Mine/Mint-jokes were freaking cameras, FDS would be freaking 1984!
« Last Edit: October 18, 2013, 02:59:24 pm by Asper »
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Powerman

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #49 on: October 17, 2013, 12:46:32 pm »
0

That sounds a lot like Mine!

I don't see how?  Does it really let you gain a copy of a treasure when you reveal one from your hand AND make you trash all the treasures you have in play on buy?  If not, it's not Mine!

I think he was going for the pun... as in, it sounds like mine (my own card submission).

And the card you are describing is Mint!

http://www.youtube.com/watch?v=xECUrlnXCqk
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KingZog3

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #50 on: October 17, 2013, 01:33:24 pm »
0

That sounds a lot like Mine!

I don't see how?  Does it really let you gain a copy of a treasure when you reveal one from your hand AND make you trash all the treasures you have in play on buy?  If not, it's not Mine!

And some people claim i complain too much about Mine/Mint jokes. They are everywhere!! If Mine/Mint-jokes were freaking cameras, FDS would be freaking 1984!

It's not 1986
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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #51 on: October 17, 2013, 03:18:18 pm »
+4

OK, guys. I am super sorry about this lapse. I have two excuses, neither of which actually excuses me. First, I got sick one week ago today and stayed sick for about 5 days. Second, Pokιmon came out.

Aaaanyhow, I sincerely apologize. I'm about to put the ballot up. We're going to try the voting a liiiitle differently this time. Soon (tomorrow morning at the latest), I will throw up a poll and (hopefully) you'll be able to nominate/vote for as many of the cards as you like. The poll will run for a few days. After that I will post the top X cards by number of votes (X to be determined, probably around 5 to 10), and we will have a few more days to discuss. The second round of voting will be similar to the first, but we will actually have a winner at the end.

There are a lot of interesting submissions this time, so I hope we get a lot of votes/nominations!
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yuma

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #52 on: October 17, 2013, 03:50:05 pm »
0

There are two cards named Architect without any modifiers to distinguish them.
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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #53 on: October 17, 2013, 04:00:17 pm »
0

I read through some of the cards and they are indeed interesting. Lots of attack cards this time.
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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #54 on: October 17, 2013, 04:42:07 pm »
+17

See?  First day the US federal government is up and running again, this "LastFootnote" fellow is right back to operating the contest.
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cluckyb

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #55 on: October 17, 2013, 05:04:33 pm »
+1

Thoughts on the first few cards:

Quote
Logothete
Types: Action
Cost: $4
+2 Actions. Reveal your hand. +1 Card and +$1 per Victory card revealed. Reveal your hand again and put all the revealed Victory cards at the bottom of your deck in any order.

Seems pretty weak compared to crossroads. Yes, the extra money will help but needing to bottom deck your victory cards means this is a hindrance more often than not. Shines with sifters like Farming Village that can  skip over the bottom of your deck, but I think its too dangerous is more kingdoms to be worthwhile.


Quote
Cold Iron
Types: Treasure – Attack – Victory – Reaction
Cost: $4
Worth $1. When you play this, each other player with 5 or more cards in hand draws a card then puts cards from his hand on top of his deck until he has 4 cards in hand.

Worth 1 VP. When another player plays an Attack card, you may discard this from your hand. If you do, gain a Silver, putting it into your hand, and you are not affected by the Attack.

Eh. That +1 VP feels slapped on for no reason. I like the reaction -- this will generally be better than playing a silver but is it better than a silver *and* not getting hit by the attack? But the top half is just a weak ghost ship and I don't really like ghost ship, and the +1 vp makes this a no go for me.

Quote
Sphinx (1)
Types: Action – Attack
Cost: $4
+1 Card. +1 Action. If this is the first time you played a Sphinx this turn, each other player guesses how many Action cards you will play this turn. At the end of your Action phase, each player who guessed incorrectly gains a Curse.

Clarification: The players guess in turn order.

Eh, one shots and procession make this kind of a pain to track. It also just doesn't seem much fun. The balance between wanting to play another action card but knowing that doing so would make the other guy's guess be right is cool, but you can handle that without the guessing.

Quote
Sphinx (2)
Types: Action
Cost: $3
Choose one: +3 Cards and discard a card that is not a Victory cards (or reveal a hand of all Victory cards); or +$3 and cards cost $1 more this turn; or trash 3 cards from your hand and gain a card costing $0.

I like it. Might be a little too weak -- your options are a weaker courtyard, a weaker terminal silver, and a weaker chapel. The strong versions of all of those cost 2, so even giving you the choice makes 3 a little pricey. But the play on three is nice, and the options all feel cool for being different yet simple.

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Paladin
Types: Action – Attack – Victory
Cost: $4
+1 Action. Choose one: Each player (including you) discards a card; or each player (including you) draws until he has 4 cards in hand.

Worth 1 VP for every 4 Attack cards in your deck (rounded down).

Not a big fan of the everyone discards. Makes pins easier as you're hurting your current hand not your next one.

The VP for Attack cards is... I donno. It probably wont ever be worth much as its hard to mass attack cards. But as long as its on a card worth getting without the VP bonus, I don't mind it.

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Landlord
Types: Action – Victory
Cost: $5
+2 Cards. You may discard a Victory card. If you do, +1 Action.

Worth 1 VP per empty Supply pile.

Seems interesting enough. The VP per supply pile is an obvious go to that I think is reasonable. Might make sense to throw in a +buy bonus to make it easier to clear supply piles, but I like how the top half interacts with victory cards.


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Dance
Types: Action – Attack – Reaction
Cost: $4
Choose one: Each player (including you) puts a card from his hand on top of his deck; or each player puts his deck into his discard pile.

When another player shuffles, you may reveal and discard this from your hand. If you do, +2 Cards.

Same with the discard attack. Not a fan of the attacks that can put the other guys handsize below 3.


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Quartermaster
Types: Action – Attack
Cost: $3
+$2. Discard a card. Each other player with 4 or more cards in hand discards a card that shares a type with and costs more than the card you discarded (or reveal a hand with no such card).

My biggest concern with this idea is that it could just be very annoying. You discard that village and either you'll get mad that everyone had crap hands or someone will get mad that you made them lose their KC. It just didn't seem like it would actually be fun for either the attacker or the attackee. Its a cool concept, and might be worth someone actually playing with, I just have a lot of doubts.


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Concerto
Types: Action
Cost: $3
+1 Action. Look through your discard pile. You may reveal a card from it and put it on the bottom of your deck. If it is an… Action card, +1 Action; Treasure card, +$1; Victory card, +1 Card.

Alright. Putting it at the bottom of your deck makes it possible to put together a nice hand. Bonuses also add interesting choices. I like it.


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Architect
Types: Action
Cost: $6
+1 Action. +$2.

While this is in play, when an Action Card (including this) would give you any amount of $, you may draw that many cards instead.

Eh... grand market alone I think ruins this. Also pirate ship.

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Acropolis
Types: Action
Cost: $5
When you play this, +1 Card per unused action you have (Action, not Action card). +2 Actions.

No. Don't help the village idiots =)

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Prefecture
Types: Action – Victory
Cost: $5
Reveal a cards from your deck until you reveal a Victory card. If you do, put it and one other revealed card into your hand. Discard the rest.

Worth 2 VP.

Cool. It likes having low victory density, but adds victory density. I like it. Probably my favorite of the ones seen so far.
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scott_pilgrim

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #56 on: October 17, 2013, 05:20:00 pm »
+2

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Sphinx (1)
Types: Action – Attack
Cost: $4
+1 Card. +1 Action. If this is the first time you played a Sphinx this turn, each other player guesses how many Action cards you will play this turn. At the end of your Action phase, each player who guessed incorrectly gains a Curse.

Clarification: The players guess in turn order.

I expect this will be quite controversial, but I think it's all right.  Balance-wise, it's at worst a Familiar, which is nasty at $4, but it doesn't stack in a single turn, and I imagine that early on it's quite easy to guess that they will only play one action.  Later on they can mess with you by withholding an action to make sure they don't match your guess, which can maybe get political with 3+ players.

Overall I don't like it enough to vote for it, but it's a unique concept.

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Paladin
Types: Action – Attack – Victory
Cost: $4
+1 Action. Choose one: Each player (including you) discards a card; or each player (including you) draws until he has 4 cards in hand.

Worth 1 VP for every 4 Attack cards in your deck (rounded down).

The bottom half is interesting but I think the ratio just has to be way too low.  It seems like it would be quite rare to score more than 1 VP.  Maybe that's okay, but the top half seems really weak too, since it benefits everyone else as much as it benefits you.  Occasionally it can be broken though; you can draw big and then discard to set up a pin.  So I think it's just really terribroken; I suspect the only time you buy it is to set-up pin or near-pin situations.

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Dance
Types: Action – Attack – Reaction
Cost: $4
Choose one: Each player (including you) puts a card from his hand on top of his deck; or each player puts his deck into his discard pile.

When another player shuffles, you may reveal and discard this from your hand. If you do, +2 Cards.

Again, this has pin potential, although this would be quite difficult to pin with since it's terminal.  You draw big, then play five Dances to kill your opponents' next turn.

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Quartermaster
Types: Action – Attack
Cost: $3
+$2. Discard a card. Each other player with 4 or more cards in hand discards a card that shares a type with and costs more than the card you discarded (or reveal a hand with no such card).

This seems pretty interesting and simple, but maybe anti-fun.  I would consider voting for it.

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Acropolis
Types: Action
Cost: $5
When you play this, +1 Card per unused action you have (Action, not Action card). +2 Actions.

So if you're only playing Acropolises, you would need four of them for them to draw better than Village (total; after three you would have a 5-card hand again).  So you probably want to play stuff before it, but that's not necessarily easy, kind of like activating Conspirator.  I think it's reasonable at $5.  I like it.

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Courtier
Types: Action – Attack
Cost: $4
You may gain a Duchy. If you didn't, gain a Silver. Each other player may gain an Estate. If he didn't, he gains a Copper.

I think this is really strong.  Comparing to Count: Count gains Duchy plus a penalty, but is flexible.  But this if kind of flexible as well, and has a (usually) bonus, rather than a penalty, and costs $4 instead of $5.

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Bailey
Types: Action – Victory
Cost: $4
Do this three times: Choose one: +1 Action; or discard a Victory card, and +$2 if you did.

Worth 1 VP.

I think this is too much better than Festival.  It doesn't have the +buy, but it's worth 1 VP.  It can whiff, but it can also do better, and it costs $4 instead of $5.  Also it combos better with draw-to-X cards, which is a reasonably common use for Festival.

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Committee
Types: Action
Cost: $5
+$2. The player to your left names a card. Reveal the top 4 cards of your deck and choose one that is not the named card. Trash it or gain a copy of it. Put the untrashed cards back in any order.

Later on they'll start naming Province and then this can be +$2, gain a Gold/other good card, or at worst +$2, trash a Copper (not from hand).  I think this is really strong and doesn't need to be a terminal silver.

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Usurer
Types: Action – Attack
Cost: $5
Discard any number of cards. Choose one: +$1 per card discarded; or each other player discards until he has the same number of cards in hand as you.

Again, another pinning attack.  You play some virtual coin cards, then discard your hand and force everyone else to do the same (and again is unstoppable with KC and Scheme and no reactions/Lighthouse).  Even without the pin it seems potentially very anti-fun.

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Liege
Types: Action – Attack
Cost: $5
+2 Cards. Each other player discards a Victory card (or reveals a hand with no Victory cards). If any player discards a card this way, play this again.

So it's usually +2, +4, or +6 cards, but it also encourages people to stay away from hybrid victory cards, as well as the Intrigue cards that benefit from victory cards, so it seems quite contrary to the theme of Intrigue.

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Observatory
Types: Action
Cost: $3
+1 Action. Reveal the top 3 cards of your deck. If you revealed a Victory card, put all the revealed cards into your hand. Otherwise, discard them.

I remember seeing this somewhere before.  I like it a lot.

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Tiller
Types: Action
Cost: $4
Trash a card from your hand. The player to your left chooses a card in the Supply costing at least $2 more than the trashed card. Gain it.

I think this probably compares too unfavorably to Remodel.  The advantage it has is that it turns $5's into Provinces with no $7's on the board (and $2's into $5's with no $4's on the board), but I don't think that's worth it in exchange for not getting what you want.

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Heir
Types: Victory
Cost: $4
At the end of the game, choose one: Trash an Estate from your deck and this is worth 1 VP per Estate in your deck; or trash 2 Curses from your deck and this is worth 2 VP; or trash 3 Coppers from your deck and this is worth 3 VP if you have no Treasures in your deck.

There's a weird timing thing here.  When the game ends, what order to players resolve their Heirs in?  Do we each do it secretly and simultaneously, or do we start with the player who ended the game and go clockwise, or what?  Also, does the third option check for VP right after the Coppers are trashed, or does it wait until the very end of the game to count VP (which would matter if you had multiple Heirs)?

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Mob
Types: Action – Attack
Cost: $5
The player to your left reveals his hand. Choose one of the revealed cards costing up to $6. Either gain a copy of it or each other player gains a copy of it, your choice.

Seems like a more versatile Smugglers variant.  It might be okay but I don't like Smugglers so I'm not really excited about it.  Also it might become an unfiltered Copper junker.

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Hidden Passage
Types: Action
Cost: $3
You may trash a card from your hand. Each other player may reveal the top 2 cards of his deck. If he does, he trashes one and discards the other.

I don't get this at all.  Isn't it just strictly worse than Chapel?  Single card terminal trashing is absurdly weak anyway - you might not even buy it for $0 - but this is that plus a drawback.

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Legate
Types: Action
Cost: $4
+1 Action. +$1. Each player (including you) reveals the top 3 cards of his deck and puts one of them (your choice) in his hand, then puts the rest back on top in an order he chooses.

Interesting Peddler variant.  I think I like it.

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Narcissist
Types: Action
Cost: $5
You may reveal then discard any number of differently-named cards. For each card discarded this way, if it is an… Action card, +2 Actions; Treasure card, +$2; Victory card, +2 Cards.

This is going to be really hard to track.  Otherwise it might be okay.

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Warden
Types: Action
Cost: $6
+1 Action. Choose two in any order: Draw until you have 6 cards in hand; play an Action card from your hand; trash a card from your hand and gain a card costing up to $2 more, putting it on top of your deck. (The choices must be different.)

I think this is bonkers strong.  Even without the play an action option, it's like Remodel, +3 cards, +1 action.  The play an action option makes it stronger and harder to track.
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LastFootnote

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #57 on: October 17, 2013, 05:55:10 pm »
0

Ballot changes!

I accidentally omitted a card:

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Visiting Dignitary
Types: Action
Cost: $4
+1 Action. Trash this. Gain a Visiting Dignitary and a Victory card costing up to $6.

At the author's request, I'm changing the wording of Paladin so that players only discard if they have 4 or more cards in hand.

Also, I'll differentiate the two Architects and letter repeats instead of numbering them. The numbering system is for before I randomize them and I fudged the randomization today in order to speed posting of the ballot.
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ChocophileBenj

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #58 on: October 17, 2013, 06:01:33 pm »
0

Finally !

I play WoW a bit and I comment !
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Chocolate is like victory points in Dominion. Both taste good but they'll hurt you if you eat too much of it instead of something else in your early days.

ConMan

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #59 on: October 17, 2013, 06:28:00 pm »
+2

At last! Now, to remember which card is the one I submitted, so I don't denigrate it too much.
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dghunter79

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #60 on: October 17, 2013, 06:30:36 pm »
+1

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Logothete
Types: Action
Cost: $4
+2 Actions. Reveal your hand. +1 Card and +$1 per Victory card revealed. Reveal your hand again and put all the revealed Victory cards at the bottom of your deck in any order.

That's a pretty stiff penalty!  And not much of a benefit.  Would this ever be good if there weren't Great Halls/Nobles/Harems on the board?

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Cold Iron
Types: Treasure – Attack – Victory – Reaction
Cost: $4
Worth $1. When you play this, each other player with 5 or more cards in hand draws a card then puts cards from his hand on top of his deck until he has 4 cards in hand.

Worth 1 VP. When another player plays an Attack card, you may discard this from your hand. If you do, gain a Silver, putting it into your hand, and you are not affected by the Attack.

It's a lot of things, all of which seem reasonable.  I didn't at first think they came together in a cohesive way, but maybe they do.  It's a really weak attack, maybe even, of all attacks, the attack which is most likely to be helpful.  But it's a strong reaction to attacks.  I don't think it's something you'd buy if there were no other attacks on the board.  But, if there are, you buy Iron -- and then you end up playing the attack, cause you have it, and therefore triggering more reaction plays of Iron.  I dunno.  It's weird.


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Sphinx (1)
Types: Action – Attack
Cost: $4
+1 Card. +1 Action. If this is the first time you played a Sphinx this turn, each other player guesses how many Action cards you will play this turn. At the end of your Action phase, each player who guessed incorrectly gains a Curse.

Clarification: The players guess in turn order.

Can be political.


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Sphinx (2)
Types: Action
Cost: $3
Choose one: +3 Cards and discard a card that is not a Victory cards (or reveal a hand of all Victory cards); or +$3 and cards cost $1 more this turn; or trash 3 cards from your hand and gain a card costing $0.

Steward, but more complicated without adding much to the game.

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Paladin
Types: Action – Attack – Victory
Cost: $4
+1 Action. Choose one: Each player (including you) discards a card; or each player (including you) draws until he has 4 cards in hand.

Worth 1 VP for every 4 Attack cards in your deck (rounded down).

4 is a lot!  And this card isn't very strong.  Some interesting combos, with, like, Ironworks and other things.

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Landlord
Types: Action – Victory
Cost: $5
+2 Cards. You may discard a Victory card. If you do, +1 Action.

Worth 1 VP per empty Supply pile.

Kind of interesting.  Might be too strong, since it's always worth at least 1VP, and 2 if you buy all of them, so 16VP if you run the stack.  And they are pretty good on their own.  Would everyone go for them?  The thing is, if everyone goes for them, they're worth the same for everyone.

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Dance
Types: Action – Attack – Reaction
Cost: $4
Choose one: Each player (including you) puts a card from his hand on top of his deck; or each player puts his deck into his discard pile.

When another player shuffles, you may reveal and discard this from your hand. If you do, +2 Cards.

This makes it too easy to force your opponents into 0-card hands.

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Quartermaster
Types: Action – Attack
Cost: $3
+$2. Discard a card. Each other player with 4 or more cards in hand discards a card that shares a type with and costs more than the card you discarded (or reveal a hand with no such card).

Not bad!

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Concerto
Types: Action
Cost: $3
+1 Action. Look through your discard pile. You may reveal a card from it and put it on the bottom of your deck. If it is an… Action card, +1 Action; Treasure card, +$1; Victory card, +1 Card.

Moving a card from the discard to the bottom of the deck feels a little esoteric.

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Architect
Types: Action
Cost: $6
+1 Action. +$2.

While this is in play, when an Action Card (including this) would give you any amount of $, you may draw that many cards instead.

Stacks crazy.  The second one you play is +4 Cards, + 1 Action.  And then +6 Cards, +1 Action... It's a lot stronger than Gold.

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Acropolis
Types: Action
Cost: $5
When you play this, +1 Card per unused action you have (Action, not Action card). +2 Actions.

Another card that stacks like crazy.  The first one is a Village, the second one is a Level 2 City, the third one is +3 Cards + 2 Actions.  You would never be able to ignore it.

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Prefecture
Types: Action – Victory
Cost: $5
Reveal a cards from your deck until you reveal a Victory card. If you do, put it and one other revealed card into your hand. Discard the rest.

Worth 2 VP.

I like it. 

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Nabob
Types: Action – Attack
Cost: $5
+2 Cards. Trash a card from your hand. Choose one: Gain a card costing up to $2 more than the trashed card; or each other player gains a card costing up to the cost of the trashed card.

Remodel plus two really good benefits for a buck more.  That's really strong, not sure it needs the +2 Cards. 

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Courtier
Types: Action – Attack
Cost: $4
You may gain a Duchy. If you didn't, gain a Silver. Each other player may gain an Estate. If he didn't, he gains a Copper.

That's really strong.

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Monastery
Types: Action
Cost: $4
Gain a card costing up to $6. For each $1 over $4 it costs, each other player may choose one: he trashes a card from his hand; he gains up to 2 Coppers, putting them into his hand; he discards his hand and draws 5 cards.

Too much stuff.  Simplify.

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Lawyer
Types: Action
Cost: $5
+$2. Reveal the top card of your deck. If you reveal a Victory card, discard it and gain an Action card costing up to $5. Otherwise, put the card back and gain an Action card costing up to $3.

I like it.  I guess I'm a sucker for cards that involve gambling.

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Lord
Types: Action – Victory
Cost: $4
Reveal your hand. If you revealed a Treasure card, a Victory card, and an Action card (each separate cards), then +$3. Otherwise, +$1.

Worth 1 VP.

I'm not really crazy about these Victory cards that aren't very good or that fun, but that bribe you into buying them by being worth VP.

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Bailey
Types: Action – Victory
Cost: $4
Do this three times: Choose one: +1 Action; or discard a Victory card, and +$2 if you did.

Worth 1 VP.

Another card that is bribing you into buying it by being worth VP.

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Wall
Types: Action – Reaction
Cost: $4
Choose two: Look at the top card of your deck and discard it or put it back; or gain a card costing up to $3; or trash a card from your hand. (The choices must be different.)

When another player plays an Attack card, you may reveal this from your hand. If you do, you may discard any number of cards from your hand. At the start of your next turn, draw that many cards.

Too much stuff.  Simplify.

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Overseer
Types: Action
Cost: $4
Put a marker on an empty District of the Overseer Mat. If you put it on the…
Residential District, +1 Card and +2 Actions
Craftsmen's District, +3 Cards
Commercial District, +1 Card, +1 Action, and +$1
Industrial District, gain a card costing up to $4
Logging District, +1 Buy and +$2
If four districts of the mat have a marker, remove all the markers.

Rules Clarification: There is one communal Overseer mat, split into the five districts.

It doesn't feel very Dominion-y, but I still really like it, bordering on love.

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Shrine
Types: Action – Victory
Cost: $5
+1 Action. Choose one: trash a card from your hand; or +1 Card.

Worth 2 VP.

The cumulative effect of reading all these weak cards that are begging you to buy them by being worth VP, is that of going to a dog pound full of really old dogs.

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Committee
Types: Action
Cost: $5
+$2. The player to your left names a card. Reveal the top 4 cards of your deck and choose one that is not the named card. Trash it or gain a copy of it. Put the untrashed cards back in any order.

Seems a little strong.  Maybe it has to be "name a card that is not a victory card."

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Taylor-Compton
Types: Action – Victory
Cost: $5
+1 Card. +1 Action. Discard any number of Victory cards. +$1 per card discarded.

Worth 1 VP.

Another old dog.

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Usurer
Types: Action – Attack
Cost: $5
Discard any number of cards. Choose one: +$1 per card discarded; or each other player discards until he has the same number of cards in hand as you.

This makes it too easy to get other players down to zero-card hands, turn after turn.

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Dungeon
Types: Action – Victory
Cost: $5
+1 Action. Trash up to 3 cards from your hand.

Worth 1 VP per $ in the cost of the cheapest card in your deck (in Coins).

Interesting.  Two questions -- is it be too easy to get this up to 5VP?  Since it's definitely very easy to get this up to 3VP, does it become too much of a must-buy?  Maybe it trashes too many cards.

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Majordomo
Types: Action
Cost: $4
+1 Action. Discard a card. If it is a… Victory card, +1 Card; Treasure card, +2 Cards; Action card, +3 Cards.

I think this is about as strong as Stables, and should cost 5.

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Wedding
Types: Action – Attack
Cost: $5
+1 Action. You may trash up to 2 cards from your hand. If you trashed exactly 1 card, each other player discards down to 3 cards in hand. If you trashed exactly 2 cards, each other player gains a Curse.

I like this version better than the earlier draft.  Much cleaner.  Lose the +Action though.

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Liege
Types: Action – Attack
Cost: $5
+2 Cards. Each other player discards a Victory card (or reveals a hand with no Victory cards). If any player discards a card this way, play this again.

Interesting.  I like it.

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Observatory
Types: Action
Cost: $3
+1 Action. Reveal the top 3 cards of your deck. If you revealed a Victory card, put all the revealed cards into your hand. Otherwise, discard them.

Interesting.  I like it.


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Tiller
Types: Action
Cost: $4
Trash a card from your hand. The player to your left chooses a card in the Supply costing at least $2 more than the trashed card. Gain it.

Interesting.  I like it.

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Architect
Types: Action
Cost: $5
Trash a card from your hand. Choose one: gain a card costing up to $2 more than the trashed card, which you may put on top of your deck; or +2 Buys and +$ equal to the trashed card's cost in Coins.

Another $5 that is a Remodel plus too many benefits.

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Groundskeeper
Types: Action
Cost: $5
+1 Card. +$1. Discard a card. Choose one: set aside up to 3 cards from your discard pile, discarding them after your next reshuffle; or shuffle your discard pile and put it at the bottom of your deck.

Too esoteric.

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Heir
Types: Victory
Cost: $4
At the end of the game, choose one: Trash an Estate from your deck and this is worth 1 VP per Estate in your deck; or trash 2 Curses from your deck and this is worth 2 VP; or trash 3 Coppers from your deck and this is worth 3 VP if you have no Treasures in your deck.

Manic.  Maybe pick the best one of these things and be that thing.

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Mob
Types: Action – Attack
Cost: $5
The player to your left reveals his hand. Choose one of the revealed cards costing up to $6. Either gain a copy of it or each other player gains a copy of it, your choice.

Too strong.

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Nouveau Riche
Types: Action
Cost: $4
You may discard an Estate. If you do, +3 Cards. You may discard a Duchy. If you do, +$2. You may discard a Victory card. If you do, +1 Action.

Clarification: It should be clear from the wording here, but you don't choose between these three options. You choose whether or not to do each in order.

OK.  I'm not sure I want to build this deck but I appreciate that this card is at least not worth VP.

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Hidden Passage
Types: Action
Cost: $3
You may trash a card from your hand. Each other player may reveal the top 2 cards of his deck. If he does, he trashes one and discards the other.

I think this is Bishop but with a much worse benefit to you and often a better benefit to your opponent.

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Legate
Types: Action
Cost: $4
+1 Action. +$1. Each player (including you) reveals the top 3 cards of his deck and puts one of them (your choice) in his hand, then puts the rest back on top in an order he chooses.

That's a pretty intense benefit for your opponent.

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Secret Plot
Types: Treasure – Victory
Cost: $3
Worth $1. When you play this, each player may set aside a card face down on his Secret Plot mat. You may look at the cards on your mat at any time; reveal them and return them to your deck at the end of the game.

Worth 1 VP for each differently-named card on your mat that no other player has a copy of on his mat.

A card from your hand, I assume.  Seems like it turns the game into kind of a no-fun game.  You kind of have to buy Secret Plots since they can be worth a lot of points.  And then all the other players have to do the same thing.  And then the end result is they are all worth 0VP.

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Castellan
Types: Action – Attack
Cost: $5
Do the following three things in any order; you get the version in parentheses: Each player draws until he has 5 (6) cards in hand; each player discards down to 3 (3) cards in hand; each player trashes up to 1 (2) cards from his hand.

Pretty weak -- almost a gimped Steward.

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Inquisitor
Types: Action – Attack
Cost: $5
+$2. Each other player may discard any number of cards. Choose one: Each other player gains a Curse for each card in hand over 3; or each other player trashes a card from his hand and draws until he has 3 cards in hand.


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Narcissist
Types: Action
Cost: $5
You may reveal then discard any number of differently-named cards. For each card discarded this way, if it is an… Action card, +2 Actions; Treasure card, +$2; Victory card, +2 Cards.

Interesting.  A bit weak.

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Ironworker
Types: Action
Cost: $2
Discard a card. If it is an… Action card, +3 Actions; Treasure card, +$3; Victory card, +3 Cards.

Well, either this, or Narcissist, or both, are priced wrong.  I think both.

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Warden
Types: Action
Cost: $6
+1 Action. Choose two in any order: Draw until you have 6 cards in hand; play an Action card from your hand; trash a card from your hand and gain a card costing up to $2 more, putting it on top of your deck. (The choices must be different.)

The +action is too much. 

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Cannoneer
Types: Action – Attack
Cost: $5
+2 Cards. +$1. Each other player with at least 5 cards in hand reveals one of them. He either discards it and gains a copy of it or he trashes it, your choice.

Too strong.

eHalcyon

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #61 on: October 17, 2013, 06:31:47 pm »
+1

I tried to be briefer, but I got more long-winded as I went down.

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Logothete
Types: Action
Cost: $4
+2 Actions. Reveal your hand. +1 Card and +$1 per Victory card revealed. Reveal your hand again and put all the revealed Victory cards at the bottom of your deck in any order.

If it doesn't whiff, then I get a nice turn now but then I kill at least a turn in the future.  I wouldn't find this fun.

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Cold Iron
Types: Treasure – Attack – Victory – Reaction
Cost: $4
Worth $1. When you play this, each other player with 5 or more cards in hand draws a card then puts cards from his hand on top of his deck until he has 4 cards in hand.

Worth 1 VP. When another player plays an Attack card, you may discard this from your hand. If you do, gain a Silver, putting it into your hand, and you are not affected by the Attack.

I see what you did there.  Cute, but there's a practical thing that I don't know would be solvable -- what colour should he card be?  Even Dame Josephine only needs 2 colours because Attack and Knight are non-colour-coded subtypes.  This needs yellow, green and blue.

Other than that, I think it's OK.  The attack is probably weak enough that it's fine as a Treasure.

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Sphinx (1)
Types: Action – Attack
Cost: $4
+1 Card. +1 Action. If this is the first time you played a Sphinx this turn, each other player guesses how many Action cards you will play this turn. At the end of your Action phase, each player who guessed incorrectly gains a Curse.

Clarification: The players guess in turn order.

Political.  If multiple players make different guesses, you can choose not to play an extra card just to make everyone gain a Curse.  Moreover, this is actually really, really close to Familiar because of that.  If you have 2 actions in hand, you can guarantee handing out a Curse.  If someone guesses 1, you play more actions like normal.  If they guess 2 or more, you just stop before you reach that number.

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Sphinx (2)
Types: Action
Cost: $3
Choose one: +3 Cards and discard a card that is not a Victory cards (or reveal a hand of all Victory cards); or +$3 and cards cost $1 more this turn; or trash 3 cards from your hand and gain a card costing $0.

Oddly popular name.  I guess it fits the "choice" aspect, though I'm not entirely sold on mythological creatures here. 

This seems too powerful to me at first, though maybe it isn't.  Trash 3 and gain is AMAZING, very often better than Count's trashing option.  The money option is usually really bad, but has neat interactions with [scaling] TfB.  I suppose the draw is not great either, but it's probably about the same power as +2 Cards.  So this is a lot like Steward but with worse coin and way better trashing.

I'd like it more if it didn't parallel Steward so closely.

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Paladin
Types: Action – Attack – Victory
Cost: $4
+1 Action. Choose one: Each player (including you) discards a card; or each player (including you) draws until he has 4 cards in hand.

Worth 1 VP for every 4 Attack cards in your deck (rounded down).

I think the attack actually hurts you more than it hurts others?  But if you can draw your deck, you can easily pin others with multiple Paladin plays.  Seems kind of broken in that respecct.

The Victory for Attacks is odd but I don't like it that much.  I don't have a good reason for not liking it though.

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Landlord
Types: Action – Victory
Cost: $5
+2 Cards. You may discard a Victory card. If you do, +1 Action.

Worth 1 VP per empty Supply pile.

Simple enough.  I think it sounds alright.  Weak Lab for action, Weak Duchy for VP (sometimes more, often less).

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Dance
Types: Action – Attack – Reaction
Cost: $4
Choose one: Each player (including you) puts a card from his hand on top of his deck; or each player puts his deck into his discard pile.

When another player shuffles, you may reveal and discard this from your hand. If you do, +2 Cards.

Like Paladin above, this can pin others.  It's a little less dangerous than Paladin because it's terminal, but it gets worse with more than 2 players.  Moreover, this doesn't allow others any recourse -- at least with Torturer, I can choose a Curse instead.  This is entirely in the attacker's hands.

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Quartermaster
Types: Action – Attack
Cost: $3
+$2. Discard a card. Each other player with 4 or more cards in hand discards a card that shares a type with and costs more than the card you discarded (or reveal a hand with no such card).

Probably OK.  Sort of like Taxman.

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Concerto
Types: Action
Cost: $3
+1 Action. Look through your discard pile. You may reveal a card from it and put it on the bottom of your deck. If it is an… Action card, +1 Action; Treasure card, +$1; Victory card, +1 Card.

Sounds reasonable.  Might be fine at $2.

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Architect
Types: Action
Cost: $6
+1 Action. +$2.

While this is in play, when an Action Card (including this) would give you any amount of $, you may draw that many cards instead.

This is Lab that can be a Silver, because it would apply to itself.  The flexibility sounds pretty strong to me even at $2, and that's before factoring in what it does to other cards.  I also know that I've seen this (or a very similar) mechanic proposed before but I don't remember what issues were brought up then.  I'm not sure if it's too crazy or just the right amount of crazy.

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Acropolis
Types: Action
Cost: $5
When you play this, +1 Card per unused action you have (Action, not Action card). +2 Actions.

We're going Greek now?

Maybe OK... Without village support, the first one is actually a Necropolis.  The second one would be a Village, and then it grows from there.  With support, it has potential for some seriously crazy draw.  It's interesting.  I don't know if it's balanced.

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Prefecture
Types: Action – Victory
Cost: $5
Reveal a cards from your deck until you reveal a Victory card. If you do, put it and one other revealed card into your hand. Discard the rest.

Worth 2 VP.

2VP feels tacked on at first, but it has a purpose in that other Prefectures will act as stop cards.  This is the Demonic Tutor concept again, but with a sprinkling of luck to determine the selection you can choose from (unless you trash away most of your green).  Being a terminal means it usually needs some support.  As far as Tutor variants go, I like this one.

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Nabob
Types: Action – Attack
Cost: $5
+2 Cards. Trash a card from your hand. Choose one: Gain a card costing up to $2 more than the trashed card; or each other player gains a card costing up to the cost of the trashed card.

I thought Nabob was a coffee brand.  Apparently it's a real word too.

This seems incredibly powerful.  Masquerade is already really good for draw+trash (the passing helps, but the trashing is more important).  Nabob does the same, but instead of passing it just straight up junks other players.  And then there's also an option to use it as draw+Remodel?  Too good for $5.  Maybe $6?  I'm tired by these dominating power card concepts though -- I'd like some more niche ideas.

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Courtier
Types: Action – Attack
Cost: $4
You may gain a Duchy. If you didn't, gain a Silver. Each other player may gain an Estate. If he didn't, he gains a Copper.

So this is usually just "Gain a Duchy/Silver, everyone else gains a Copper".  There are problems with Copper trashing and this card doesn't address them.  Also, "Gain a Duchy" is actually a really powerful effect.

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Monastery
Types: Action
Cost: $4
Gain a card costing up to $6. For each $1 over $4 it costs, each other player may choose one: he trashes a card from his hand; he gains up to 2 Coppers, putting them into his hand; he discards his hand and draws 5 cards.

Workshop+.  It costs a smidge more but it can gain to higher prices... but when used that way, other players get a choice of three decently powerful bonuses.  I like it, for a Workshop variant.  Granted, Intrigue already has Ironworks as a Workshop variant.

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Lawyer
Types: Action
Cost: $5
+$2. Reveal the top card of your deck. If you reveal a Victory card, discard it and gain an Action card costing up to $5. Otherwise, put the card back and gain an Action card costing up to $3.

Mechanically, maybe just fine.  But it feels neither thematic (can someone explain why this is lawyer-like?) nor cohesive, and it's just not that interesting to me.

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Lord
Types: Action – Victory
Cost: $4
Reveal your hand. If you revealed a Treasure card, a Victory card, and an Action card (each separate cards), then +$3. Otherwise, +$1.

Worth 1 VP.

Probably OK.  Also a little boring to me.

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Bailey
Types: Action – Victory
Cost: $4
Do this three times: Choose one: +1 Action; or discard a Victory card, and +$2 if you did.

Worth 1 VP.

Don't really like the double colon here.  Seems too powerful?  With one Victory card, it's nearly a Festival.  With two, it's nearly a Platinum.  With three, it's +$6.  And it's worth 1VP to boot.  I guess it doesn't stack well.

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Wall
Types: Action – Reaction
Cost: $4
Choose two: Look at the top card of your deck and discard it or put it back; or gain a card costing up to $3; or trash a card from your hand. (The choices must be different.)

When another player plays an Attack card, you may reveal this from your hand. If you do, you may discard any number of cards from your hand. At the start of your next turn, draw that many cards.

Probably overcosted.  Sounds OK, but nothing really unique.

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Overseer
Types: Action
Cost: $4
Put a marker on an empty District of the Overseer Mat. If you put it on the…
Residential District, +1 Card and +2 Actions
Craftsmen's District, +3 Cards
Commercial District, +1 Card, +1 Action, and +$1
Industrial District, gain a card costing up to $4
Logging District, +1 Buy and +$2
If four districts of the mat have a marker, remove all the markers.

Rules Clarification: There is one communal Overseer mat, split into the five districts.

I think this might be too much text to reasonably fit onto an actual card.  The proper fix for that is to put all the individual bonuses onto the mat itself and just say something like, "get the bonus for the chosen district".  I like the idea, and the concept itself is flexible enough that it can take a LOT of tweaking without losing the spirit of it.  Main concern is that it might be too much p1 advantage, but there are probably bigger offenders among official cards.  No big deal.

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Shrine
Types: Action – Victory
Cost: $5
+1 Action. Choose one: trash a card from your hand; or +1 Card.

Worth 2 VP.

Ehhh.  Great Hall with extra VP and you can choose to trash instead.  OK I guess, but not so interesting.

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Committee
Types: Action
Cost: $5
+$2. The player to your left names a card. Reveal the top 4 cards of your deck and choose one that is not the named card. Trash it or gain a copy of it. Put the untrashed cards back in any order.

Maybe too powerful?  Others can either name junk and risk you gaining something awesome, or they can name something good and let you trash.  Or, quite possibly, gain something else good.  Man, this can let you gain Provinces.  Add a non-Victory clause in there and maybe it'll be OK, but it still seems too good.  Probably fine at $5 without the virtual coin.

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Taylor-Compton
Types: Action – Victory
Cost: $5
+1 Card. +1 Action. Discard any number of Victory cards. +$1 per card discarded.

Worth 1 VP.

Didn't get the name at first.  Dunno how it would actually play.

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Usurer
Types: Action – Attack
Cost: $5
Discard any number of cards. Choose one: +$1 per card discarded; or each other player discards until he has the same number of cards in hand as you.

Hahaha, nope.  Cute concept, but this can actually guarantee locking down opponents with just a single play.  That is absurd.  If my hand is terrible, I can deny your next turn.  If I have virtual coin (and note, if you have village support then Usurer itself provides that virtual coin), I can play them out and then deny your next turn.  If I can draw my deck, you're not playing another turn again.  Ever.

Even without that game-breaking flaw, I don't really like a Secret Chamber variant in the same expansion as Secret Chamber.

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Dungeon
Types: Action – Victory
Cost: $5
+1 Action. Trash up to 3 cards from your hand.

Worth 1 VP per $ in the cost of the cheapest card in your deck (in Coins).

Huh.  OK, it's cute, but the VP condition is too swingy.  In plenty of games you can trash down easily with Dungeon such that they are each worth a Duchy in the end (Silvers).  That's really powerful.  In other games, you can try to do that but then someone plays Witch and suddenly all your Dungeons are worth no VP at all.  It's then swingy because you have to hope to match up the offending Curse with a Dungeon before the end of the game.  So I don't think the conditional VP actually works in practice, and without that it's not very interesting.

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Majordomo
Types: Action
Cost: $4
+1 Action. Discard a card. If it is a… Victory card, +1 Card; Treasure card, +2 Cards; Action card, +3 Cards.

Sounds reasonable.  I like that at best it is still a nerfed Stables or Lab, and at worst it still isn't quite a cantrip.  Probably works at $3.

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Wedding
Types: Action – Attack
Cost: $5
+1 Action. You may trash up to 2 cards from your hand. If you trashed exactly 1 card, each other player discards down to 3 cards in hand. If you trashed exactly 2 cards, each other player gains a Curse.

Non-terminal better-than-Steward trashing with your choice of Militia or cursing attack.  Not cohesive.  Too powerful.  Doesn't even fit the name.

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Liege
Types: Action – Attack
Cost: $5
+2 Cards. Each other player discards a Victory card (or reveals a hand with no Victory cards). If any player discards a card this way, play this again.

So this is +2 Cards with even more cards if players have VP in hand?  A little odd, but I guess that's alright.  One issue is that this has tremendous p1 advantage with more than 2 players.  When a player plays Liege, not only does he get a big benefit out of it, but he makes it less likely that subsequent players will get a big benefit because he drains the VP cards out of others' hands.  Still, this is a rather unique concept.  Might be nicer if it didn't stack as far (e.g. just give another +2 Cards instead of "play this again").

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Traitor
Types: Action – Attack
Cost: $4
+$1. Choose one: Name a card costing up to $3 and each other player with 5 or more cards in hand discards a copy of the named card (or reveals a hand without it); or, choose an Attack card from your hand and play it twice.

The first choice is too powerful already -- it's a Cutpurse that can hit Silver or various engine components.  OK, it doesn't stack like Cutpurse does, but hitting just one Silver is already really painful.  At least Taxman costs you a Treasure card; Traitor still grants you a bit of coin.  An optional TR for attacks is just icing on the cake.

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Homestead
Types: Action – Victory
Cost: $4
+2 Actions. Reveal cards from the top of your deck unti you reveal a Victory card. Put that card into your hand and discard the rest.

Worth 1 VP.

Overcosted?  It's a Village that only ever draws Victory cards.  It can draw itself, but that only gives you more actions.  Combos well with other hybrid VP though, I suppose.  It's probably generally more useful than GH, but it's not strictly better.

A little boring to me.

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Observatory
Types: Action
Cost: $3
+1 Action. Reveal the top 3 cards of your deck. If you revealed a Victory card, put all the revealed cards into your hand. Otherwise, discard them.

It's Scout, but with bigger risk/reward.  If you reveal a Victory card, it's better than Lab.  If you don't, you end up cycling cards that were probably good for you.  I think it's OK, but I don't know how I feel about putting a card in for Intrigue that basically invalidates an Intrigue card. :P

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Tiller
Types: Action
Cost: $4
Trash a card from your hand. The player to your left chooses a card in the Supply costing at least $2 more than the trashed card. Gain it.

This is almost always worse than Remodel, so it probably shouldn't cost $4.  Otherwise, it sounds OK.

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Architect
Types: Action
Cost: $5
Trash a card from your hand. Choose one: gain a card costing up to $2 more than the trashed card, which you may put on top of your deck; or +2 Buys and +$ equal to the trashed card's cost in Coins.

Remodel+top deck is already really good and enough for a $5 card.  The option for Salvager with extra Buy just puts this over the top.  When both options are worth more than $4, the card that gives those options is probably worth more than $5, and I think that's the case here.  The choice isn't compelling to me either -- Remodel and Salvager are actually pretty close in function already.

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Groundskeeper
Types: Action
Cost: $5
+1 Card. +$1. Discard a card. Choose one: set aside up to 3 cards from your discard pile, discarding them after your next reshuffle; or shuffle your discard pile and put it at the bottom of your deck.

Very subtle effect that can still whiff.  Is it really good enough for $5?  I find it very difficult to evaluate by theorycraft alone.

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Heir
Types: Victory
Cost: $4
At the end of the game, choose one: Trash an Estate from your deck and this is worth 1 VP per Estate in your deck; or trash 2 Curses from your deck and this is worth 2 VP; or trash 3 Coppers from your deck and this is worth 3 VP if you have no Treasures in your deck.

It sounds overly complicated for not a lot of difference.  Seems like a choice just for the sake of having a choice.  Other cards have interesting choices because it's not always clear what is optimal -- should I use my Steward to trash now, or should I draw and hope to hit $8?  Should I discard to Torturer, or should I take the Curse because another Torturer will be played before my turn?  And so on.  But with Heir, the optimal choice can be found because the game is already over.  However, it might still take a bit of work to figure that out, and then it's just annoying.

I mean, if I have multiple Heirs, do I have to make this choice for each one?  Like, if I had 8 Estates and 8 Heirs, would I have to trash an Estate to get the first one to be worth 7VP?  But then if I want the second Heir to count Estates, I have to trash another Estate?  Similar questions arise for trashing Curses or trashing Copper.  If not, then the choice is really trivial -- I can look at my deck contents and figure out the one that gets me the most VP.  If I have to do it for each one, the choice is still trivial but it takes a heckuva lot more work to figure out the best case.

Or if for some reason the rule is that you have to decide before looking through your deck contents... well, that's just forcing casual players to either track their deck during the game (which they may find unfun) or make an uninformed decision that may be suboptimal (and then it feels really, really bad if you lose because you chose the wrong option).

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Mob
Types: Action – Attack
Cost: $5
The player to your left reveals his hand. Choose one of the revealed cards costing up to $6. Either gain a copy of it or each other player gains a copy of it, your choice.

Seems a little swingy in what you end up revealing.  Also, making just the player to your left reveal his hand doesn't sit well with me.  Usually it makes little difference, but sometimes that knowledge matters and only having one player exposed seems unfair.

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Nouveau Riche
Types: Action
Cost: $4
You may discard an Estate. If you do, +3 Cards. You may discard a Duchy. If you do, +$2. You may discard a Victory card. If you do, +1 Action.

Clarification: It should be clear from the wording here, but you don't choose between these three options. You choose whether or not to do each in order.

Seems OK.  A little swingy, but not much more than Baron.

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Hidden Passage
Types: Action
Cost: $3
You may trash a card from your hand. Each other player may reveal the top 2 cards of his deck. If he does, he trashes one and discards the other.

Really weak.  Terminal trash-from-hand is already pretty terrible, and this doesn't even give a bonus like Lookout does.  Instead, it gives opponents a benefit in that they can choose to do a mini-Lookout.  I probably wouldn't buy this even if it were free.

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Legate
Types: Action
Cost: $4
+1 Action. +$1. Each player (including you) reveals the top 3 cards of his deck and puts one of them (your choice) in his hand, then puts the rest back on top in an order he chooses.

Interesting name.  I learned a new word (that I probably won't remember)! :P

The filtered draw is pretty strong, but giving it to opponents severely weakens it, especially because it's a filtered Lab for them.  As with Hidden Passage, it's so much better for opponents that I probably wouldn't buy this either.

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Secret Plot
Types: Treasure – Victory
Cost: $3
Worth $1. When you play this, each player may set aside a card face down on his Secret Plot mat. You may look at the cards on your mat at any time; reveal them and return them to your deck at the end of the game.

Worth 1 VP for each differently-named card on your mat that no other player has a copy of on his mat.

OK, the name is the greatest.  "Secret Plot" fits Intrigue really well, but it's funny on a Victory card because of the double meaning of "Plot".  I love that.

The card itself is mediocre.  You can use it as an infinite Island, but everyone else gets that too.  That weakens it quite a bit.  Making it worth even one VP could be quite tricky as well -- Coppers and Estates are almost certainly never going to do anything for you.  Other VP cards are unlikely as well because opponents will be happy to Plot away their Provinces.  To get VP, you'd have to try putting away something decent.  Silver maybe, or Gold or a key action card.  But is that even worth it?  What if others have the same idea?  I guess it's thematic that way.

There is a practical concern in that people could very easily forget about revealing their mats at the end of the game and just dump them into the rest of their deck like with Native Village and Island.  There's also a significant amount of text to fit underneath the big coin.  Eh, this might be OK.

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Castellan
Types: Action – Attack
Cost: $5
Do the following three things in any order; you get the version in parentheses: Each player draws until he has 5 (6) cards in hand; each player discards down to 3 (3) cards in hand; each player trashes up to 1 (2) cards from his hand.

Is it supposed to be 3 (3)?

"Choose the order" is a concept that I toyed with when thinking of a submission for Intrigue, but I never came up with something where it worked really well.  I think it's been discussed on the forums before too, a long time ago.

One problem is that it can very easily create Analysis Paralysis.  With 3 choices that you can order, it is effectively choosing 1 of 6.  Castellan kicks it even further because now you have to be concerned about what the card is doing to opponents as well.

So for choices +-x (draw discard trash), what do the different orders do?

+-x The attack here is pretty weak because they get to draw before discarding, but it mitigates the benefit of optional trashing because they would end up with a 2 card hand if they do that.  Actually, the draw usually doesn't matter because it's only up to 5 for them, whereas you get to draw 2 cards.  Note that if you trash 2 cards, you would end up with a 1 card hand.

+x- Similar to +-x but now opponents are more likely to benefit from the optional trashing.  In exchange, you also get to trash more freely because you'll still have a 3 card hand afterwards.

-+x This order skews the attack more to Minion than Margrave.  Everyone gets more choice for what to trash.

-x+ Opponents end up with a regular hand size even if they choose to trash, but this may still be the best order simply because it means you can end up drawing 5 cards from this.

x-+ Very similar to -x+ (trash discard draw), but probably inferior.  Opponents are better able to keep their best cards from the starting hand, since they get to draw before discarding.  I suppose you do too though.

x+- Ending with the discard attack can be nice, and it restricts opponents' trashing options a bit.

OK, that didn't give me as much insight as I thought it would.  It's probably easier to play in game -- it should be easy to decide whether you want to trash or draw first, depending on whether your hand already has cards you want to trash.  Still, I can see there being a lot of AP.

The concept is still compelling though.  I think it might be more interesting if it was "discard X" rather than "discard down to X".  Since there is also fixed draw, this couldn't be used to pin an opponent.

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Inquisitor
Types: Action – Attack
Cost: $5
+$2. Each other player may discard any number of cards. Choose one: Each other player gains a Curse for each card in hand over 3; or each other player trashes a card from his hand and draws until he has 3 cards in hand.

This is pretty brutal.  You pretty much have to discard down to 3 or else you're eating Curses, but you also have to keep one junk card because obviously they will then have you trash.  This can get political though.  Say Alice discards down to 4 and Bob discards down to 3.  Do I Curse Alice or do I make everyone trash?

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Narcissist
Types: Action
Cost: $5
You may reveal then discard any number of differently-named cards. For each card discarded this way, if it is an… Action card, +2 Actions; Treasure card, +$2; Victory card, +2 Cards.

Could get really hard to track.  I was thinking about a card like this too, and the potential tracking issue was the main obstacle that I couldn't really get around.

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Ironworker
Types: Action
Cost: $2
Discard a card. If it is an… Action card, +3 Actions; Treasure card, +$3; Victory card, +3 Cards.

Is this OK at $2?  I guess so.  Discarding an action card for actions is bad.  Discarding a Treasure for $3 is usually equivalent to +$2 at best.  Only discarding green is OK most of the time, and it can whiff on that.

Not super interesting though.

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Warden
Types: Action
Cost: $6
+1 Action. Choose two in any order: Draw until you have 6 cards in hand; play an Action card from your hand; trash a card from your hand and gain a card costing up to $2 more, putting it on top of your deck. (The choices must be different.)

Ah, another "any order".  This time it's choose 2 of 3.  For this one the choices are dpr (draw, play, remodel).

dp is like Lab+Village.
dr is like Lab+Village+Remodel.
pd is like Village+Lab+Lab.
rd is like Village+Remodel+Lab+Lab.
pr is like Village+Remodel.
rp is like Remodel+Village.

This is assuming that the "play" card is non-drawing, which it might not be.

So the main difference between pr and rp is whether you want to play that other action before or after remodelling.

Ah, this is probably OK too.  AP is still a potential problem.  There are also potential tracking issues, especially when choosing to play an Action card before doing something else.

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Cannoneer
Types: Action – Attack
Cost: $5
+2 Cards. +$1. Each other player with at least 5 cards in hand reveals one of them. He either discards it and gains a copy of it or he trashes it, your choice.

A bit swingy, a bit political.
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ConMan

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #62 on: October 17, 2013, 06:51:01 pm »
+1

Intrigue's theme was choices, but the theme for the cards I've seen so far is *difficult* choices. Which is not bad, but playing some of these cards for real would probably give me a headache.

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Castellan
Types: Action – Attack
Cost: $5
Do the following three things in any order; you get the version in parentheses: Each player draws until he has 5 (6) cards in hand; each player discards down to 3 (3) cards in hand; each player trashes up to 1 (2) cards from his hand.
So, a little bit Governor, a little bit Margrave? Would you announce the order up front, or could you choose the discard first, then decide between draw and trash (I guess the first, based on how Pawn works)? I don't mind it, but I feel like it will be a bit too strong and complicated.

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Inquisitor
Types: Action – Attack
Cost: $5
+$2. Each other player may discard any number of cards. Choose one: Each other player gains a Curse for each card in hand over 3; or each other player trashes a card from his hand and draws until he has 3 cards in hand.
A nice Torturer variant. Probably most interesting in a 3-4 player game, if one player discards down to 3 and the other does nothing.

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Narcissist
Types: Action
Cost: $5
You may reveal then discard any number of differently-named cards. For each card discarded this way, if it is an… Action card, +2 Actions; Treasure card, +$2; Victory card, +2 Cards.
Probably a little strong, even with the differently-named restriction, but maybe passable.

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Ironworker
Types: Action
Cost: $2
Discard a card. If it is an… Action card, +3 Actions; Treasure card, +$3; Victory card, +3 Cards.
Waaaaay too strong at $2. It's like Crossroads, but better because you can chain it much more easily. Maybe bearable at $3-4?

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Warden
Types: Action
Cost: $6
+1 Action. Choose two in any order: Draw until you have 6 cards in hand; play an Action card from your hand; trash a card from your hand and gain a card costing up to $2 more, putting it on top of your deck. (The choices must be different.)
The choices all combo well with each other, but I'm worried that picking the second option first will cause lots of headaches with tracking - especially if you use it to play another one of these or a Throne Room-variant.

Quote
Cannoneer
Types: Action – Attack
Cost: $5
+2 Cards. +$1. Each other player with at least 5 cards in hand reveals one of them. He either discards it and gains a copy of it or he trashes it, your choice.
The attack is probably too powerful. It's only bearable in cases where there's a cheap card that you don't mind having lots of in your deck but don't mind losing either (so maybe Silver, but even then ...)

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Visiting Dignitary
Types: Action
Cost: $4
+1 Action. Trash this. Gain a Visiting Dignitary and a Victory card costing up to $6.
Weird. I assume the trash-and-regain effect is to limit the number of times it can be used, but still ... ? I don't know what to make of it. And it's a reusable, non-terminal Victory feast. Very Intrigue-y, but that's about all I can say.
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eHalcyon

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #63 on: October 17, 2013, 06:54:05 pm »
0

Quote
Architect
Types: Action
Cost: $6
+1 Action. +$2.

While this is in play, when an Action Card (including this) would give you any amount of $, you may draw that many cards instead.

Stacks crazy.  The second one you play is +4 Cards, + 1 Action.  And then +6 Cards, +1 Action... It's a lot stronger than Gold.

Quote
Acropolis
Types: Action
Cost: $5
When you play this, +1 Card per unused action you have (Action, not Action card). +2 Actions.

Another card that stacks like crazy.  The first one is a Village, the second one is a Level 2 City, the third one is +3 Cards + 2 Actions.  You would never be able to ignore it.

Architect doesn't sound like it stacks to me.  You get +2 Cards instead of +$2, so even when you have multiples in play, you shouldn't be able to proc them all.

Acropolis should be slower than you think.  The first one is only Necropolis because you don't get +actions before you draw.  So for example: Turn begins, I have 1 action.  I play Acropolis.  I have 0 actions so I draw nothing, then I get +2 actions.  I play second Acropolis, using 1 action and having 1 action left.  Now I get to draw 1 card, then I get +2 actions for 3 actions total.  And so on.

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Majordomo
Types: Action
Cost: $4
+1 Action. Discard a card. If it is a… Victory card, +1 Card; Treasure card, +2 Cards; Action card, +3 Cards.

I think this is about as strong as Stables, and should cost 5.

I think Stables is stronger.  If you discard a treasure, Stables increases your hand size whereas Majordomo does not.  To match Stables in draw, Majordomo needs to discard an action card.  That's significantly worse than discarding a treasure because your deck starts with a bunch of weak treasures but you are unlikely to have a bunch of weak actions in your deck.

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Secret Plot
Types: Treasure – Victory
Cost: $3
Worth $1. When you play this, each player may set aside a card face down on his Secret Plot mat. You may look at the cards on your mat at any time; reveal them and return them to your deck at the end of the game.

Worth 1 VP for each differently-named card on your mat that no other player has a copy of on his mat.

A card from your hand, I assume.  Seems like it turns the game into kind of a no-fun game.  You kind of have to buy Secret Plots since they can be worth a lot of points.  And then all the other players have to do the same thing.  And then the end result is they are all worth 0VP.

I don't see why this is a must-buy.  It's very skippable.  If one player buys it, others can still deny them their points without buying Secret Plot themselves.

Quote
Castellan
Types: Action – Attack
Cost: $5
Do the following three things in any order; you get the version in parentheses: Each player draws until he has 5 (6) cards in hand; each player discards down to 3 (3) cards in hand; each player trashes up to 1 (2) cards from his hand.

Pretty weak -- almost a gimped Steward.

The comparison doesn't make sense to me because this is draw AND trash, not to mention a discard that isn't part of Steward at all.

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Ironworker
Types: Action
Cost: $2
Discard a card. If it is an… Action card, +3 Actions; Treasure card, +$3; Victory card, +3 Cards.

Well, either this, or Narcissist, or both, are priced wrong.  I think both.

Hard to say if either is priced correctly, but both might be fine.  Ironworker only discards one card, which is often less powerful than Narcissist which can discard a bunch.
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eHalcyon

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #64 on: October 17, 2013, 07:04:57 pm »
0

Ballot changes!

I accidentally omitted a card:

Quote
Visiting Dignitary
Types: Action
Cost: $4
+1 Action. Trash this. Gain a Visiting Dignitary and a Victory card costing up to $6.

At the author's request, I'm changing the wording of Paladin so that players only discard if they have 4 or more cards in hand.

Visiting Dignitary -- Pretty weird.  It generally works out to "gain a Duchy/alt VP" except it helps empty an extra pile.  I suppose the intention is to facilitate alt VP rushes?  I fear that this is either useless or too powerful if it makes it easy to win by piling on this and Duchies and something else.  Hard to say without playing with it though.

Quote
Ironworker
Types: Action
Cost: $2
Discard a card. If it is an… Action card, +3 Actions; Treasure card, +$3; Victory card, +3 Cards.
Waaaaay too strong at $2. It's like Crossroads, but better because you can chain it much more easily. Maybe bearable at $3-4?
[/quote]

I honestly don't see how this is super powerful.  It's not easier to chain than Crossroads because you don't get both cards and actions at the same time (unless you are discarding Great Hall/Islands/Nobles) and you are limited to +3 Cards at a time, whereas Crossroads provides +3 actions up front and can explode in a Madman-esque fashion.  Ironworker's +actions are expensive because you have to discard another action and the money option is just terminal +$2.  The draw is passable but it can whiff, and it's still terminal.  Maybe the VP draw is enough to justify $3, but that's all I see.  The other options are sub $2.
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cluckyb

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #65 on: October 17, 2013, 07:09:22 pm »
0

I don't see why this is a must-buy.  It's very skippable.  If one player buys it, others can still deny them their points without buying Secret Plot themselves.

Can they?

If we have the same number of secret plots (in a two player game) killing a card I haven't already killed denies you points. Either I get the points because it doesn't match, or you don't get them.  But if I lose the secret plot battle 10-2, now if I don't hide the right card I lose 8 points.
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eHalcyon

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #66 on: October 17, 2013, 07:16:22 pm »
0

I don't see why this is a must-buy.  It's very skippable.  If one player buys it, others can still deny them their points without buying Secret Plot themselves.

Can they?

If we have the same number of secret plots (in a two player game) killing a card I haven't already killed denies you points. Either I get the points because it doesn't match, or you don't get them.  But if I lose the secret plot battle 10-2, now if I don't hide the right card I lose 8 points.

Hmm.  So you think that the Plotter will be able to hide a variety of cards and get lots of points out of it, which the non-Plotter can't contend with unless he also picks up the card.  I just feel like it would be too slow to buy unique cards just to try to hide them away.  Keep in mind that the Plotter is helping opponents trim down their decks, and they actually get to buy and use power cards whereas the plotter is using them for fodder.  Maybe I'm underestimating the cost-benefit here though and the Plot points are a big deal.  It is 1:1.  Maybe 1VP per 2 unique cards would be better then.
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LastFootnote

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #67 on: October 17, 2013, 07:22:31 pm »
0

Regardless of its (potentially fixable) balance issues, I think Secret Plot has a lot of potential. I like the card and although playtesting may prove me wrong, I think it's potentially an interesting and fun mechanic.
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cluckyb

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #68 on: October 17, 2013, 08:06:37 pm »
0

I don't see why this is a must-buy.  It's very skippable.  If one player buys it, others can still deny them their points without buying Secret Plot themselves.

Can they?

If we have the same number of secret plots (in a two player game) killing a card I haven't already killed denies you points. Either I get the points because it doesn't match, or you don't get them.  But if I lose the secret plot battle 10-2, now if I don't hide the right card I lose 8 points.

Hmm.  So you think that the Plotter will be able to hide a variety of cards and get lots of points out of it, which the non-Plotter can't contend with unless he also picks up the card.  I just feel like it would be too slow to buy unique cards just to try to hide them away.  Keep in mind that the Plotter is helping opponents trim down their decks, and they actually get to buy and use power cards whereas the plotter is using them for fodder.  Maybe I'm underestimating the cost-benefit here though and the Plot points are a big deal.  It is 1:1.  Maybe 1VP per 2 unique cards would be better then.

So its like Bishop in that regard. Except can get you a lot more points per trash if you get lucky. Unless the other guy defends, and the only way to defend is to a) get rid of your good cards yourself and hope you get lucky matching or b) go after the card yourself and that way even if you dont match your good cards, the points are a wash.

It certainly is an interesting card, but if one player goes after it I agree that it is kind of impossible for the other player to ignore even if they don't actually buy it themselves.
« Last Edit: October 17, 2013, 08:23:46 pm by cluckyb »
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ConMan

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #69 on: October 17, 2013, 08:21:34 pm »
0

At last! Now, to remember which card is the one I submitted, so I don't denigrate it too much.
Actually, scratch that. I just took another look at my card and it is terrible. Literally terrible and completely unfixable.

Ballot changes!

I accidentally omitted a card:

Quote
Visiting Dignitary
Types: Action
Cost: $4
+1 Action. Trash this. Gain a Visiting Dignitary and a Victory card costing up to $6.

At the author's request, I'm changing the wording of Paladin so that players only discard if they have 4 or more cards in hand.

Visiting Dignitary -- Pretty weird.  It generally works out to "gain a Duchy/alt VP" except it helps empty an extra pile.  I suppose the intention is to facilitate alt VP rushes?  I fear that this is either useless or too powerful if it makes it easy to win by piling on this and Duchies and something else.  Hard to say without playing with it though.

Quote
Ironworker
Types: Action
Cost: $2
Discard a card. If it is an… Action card, +3 Actions; Treasure card, +$3; Victory card, +3 Cards.
Waaaaay too strong at $2. It's like Crossroads, but better because you can chain it much more easily. Maybe bearable at $3-4?

I honestly don't see how this is super powerful.  It's not easier to chain than Crossroads because you don't get both cards and actions at the same time (unless you are discarding Great Hall/Islands/Nobles) and you are limited to +3 Cards at a time, whereas Crossroads provides +3 actions up front and can explode in a Madman-esque fashion.  Ironworker's +actions are expensive because you have to discard another action and the money option is just terminal +$2.  The draw is passable but it can whiff, and it's still terminal.  Maybe the VP draw is enough to justify $3, but that's all I see.  The other options are sub $2.
Maybe I overspoke? Still, while Crossroads can and will explode, it only does so on an already green deck, and since it only gives you the +3 Actions once per turn there's a limit to how much you can stack them. With this, on the other hand, besides the interaction with multi-type cards there's the fact that with any other decent draw in your deck it's a super-Village and a combination of this and random green cards is, in my opinion, at least as good as Crossroads. Think about how much this would power up a Scrying Pool+stackable terminal deck. So definitely $3, maybe $4.
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eHalcyon

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #70 on: October 17, 2013, 08:33:51 pm »
0


Quote
Ironworker
Types: Action
Cost: $2
Discard a card. If it is an… Action card, +3 Actions; Treasure card, +$3; Victory card, +3 Cards.
Waaaaay too strong at $2. It's like Crossroads, but better because you can chain it much more easily. Maybe bearable at $3-4?

I honestly don't see how this is super powerful.  It's not easier to chain than Crossroads because you don't get both cards and actions at the same time (unless you are discarding Great Hall/Islands/Nobles) and you are limited to +3 Cards at a time, whereas Crossroads provides +3 actions up front and can explode in a Madman-esque fashion.  Ironworker's +actions are expensive because you have to discard another action and the money option is just terminal +$2.  The draw is passable but it can whiff, and it's still terminal.  Maybe the VP draw is enough to justify $3, but that's all I see.  The other options are sub $2.
Maybe I overspoke? Still, while Crossroads can and will explode, it only does so on an already green deck, and since it only gives you the +3 Actions once per turn there's a limit to how much you can stack them. With this, on the other hand, besides the interaction with multi-type cards there's the fact that with any other decent draw in your deck it's a super-Village and a combination of this and random green cards is, in my opinion, at least as good as Crossroads. Think about how much this would power up a Scrying Pool+stackable terminal deck. So definitely $3, maybe $4.

Fair enough.  $3 maybe.  I think $4 is too much though.  Scrying Pool is a combo but even then it doesn't seem that amazing.  You get an extra action over Village but you also have to discard an action card.  SP has actions to spare so it's not as big a deal, but it still matters. 

I don't see why this is a must-buy.  It's very skippable.  If one player buys it, others can still deny them their points without buying Secret Plot themselves.

Can they?

If we have the same number of secret plots (in a two player game) killing a card I haven't already killed denies you points. Either I get the points because it doesn't match, or you don't get them.  But if I lose the secret plot battle 10-2, now if I don't hide the right card I lose 8 points.

Hmm.  So you think that the Plotter will be able to hide a variety of cards and get lots of points out of it, which the non-Plotter can't contend with unless he also picks up the card.  I just feel like it would be too slow to buy unique cards just to try to hide them away.  Keep in mind that the Plotter is helping opponents trim down their decks, and they actually get to buy and use power cards whereas the plotter is using them for fodder.  Maybe I'm underestimating the cost-benefit here though and the Plot points are a big deal.  It is 1:1.  Maybe 1VP per 2 unique cards would be better then.

So its like Bishop in that regard. Except can get you a lot more points per trash if you get lucky. Unless the other guy defends, and the only way to defend is to a) get rid of your good cards yourself and hope you get lucky matching or b) go after the card yourself and that way even if you dont match your good cards, the points are a wash.

It certainly is an interesting card, but if one player goes after it I agree that it is kind of impossible for the other player to ignore even if they don't actually buy it themselves.

Well, Bishop gives points for trashing Coppers and Estates whereas this almost certainly won't.  And it's an Island, so you're not really going to get anything off of Province and Duchy either (and note that opponents can safely tuck those away, whereas they could not with Bishop).  On the other cards though -- I wonder if it would be possible to deduce what cards an opponent dropped based on what you see them play.  Like, you know they bought a Smithy but it doesn't seem to ever be played.
« Last Edit: October 17, 2013, 08:37:01 pm by eHalcyon »
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KingZog3

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #71 on: October 17, 2013, 08:43:28 pm »
+1

Quote
Logothete
Types: Action
Cost: $4
+2 Actions. Reveal your hand. +1 Card and +$1 per Victory card revealed. Reveal your hand again and put all the revealed Victory cards at the bottom of your deck in any order.

Sort of a Crossroads variant, except I'm placing my Victory cards at the bottom of my deck. I guess that's ok if I don't have too many Victory cards in hand, but otherwise I'm just giving myself a dead turn later on. The double reveal wording was a bit strange at first but I guess its ok. Doesn't make me excited though.

Quote
Cold Iron
Types: Treasure – Attack – Victory – Reaction
Cost: $4
Worth $1. When you play this, each other player with 5 or more cards in hand draws a card then puts cards from his hand on top of his deck until he has 4 cards in hand.

Worth 1 VP. When another player plays an Attack card, you may discard this from your hand. If you do, gain a Silver, putting it into your hand, and you are not affected by the Attack.

Margrave/Ghost ship for $4? Seems strong, since it's also a Treasure and the reaction part is really good. If fact it probably would make people avoid most attack cards. It's essentially a Trader, and a Moat and better than topdecking from watchtower. At least the card doesn't stack which is good though. Still should probably be $5, if not more. Also not sure why it need to a VP card. The 1VP is just sort of there with no reason for it except to give it more types.

Quote
Sphinx (1)
Types: Action – Attack
Cost: $4
+1 Card. +1 Action. If this is the first time you played a Sphinx this turn, each other player guesses how many Action cards you will play this turn. At the end of your Action phase, each player who guessed incorrectly gains a Curse.

Clarification: The players guess in turn order.

Funny card, but not sure how well it'll play. The more I play the more guesses everyone has, but it's really hard to guess how many cards someone will play. It'll also slow the game down as people count how many cards are left in supply piles. PStone is already annoying IRL, and this will be slower for sure.

Quote
Sphinx (2)
Types: Action
Cost: $3
Choose one: +3 Cards and discard a card that is not a Victory cards (or reveal a hand of all Victory cards); or +$3 and cards cost $1 more this turn; or trash 3 cards from your hand and gain a card costing $0.

Super Steward type card. Seems ok, but not exciting to me.

Quote
Paladin
Types: Action – Attack – Victory
Cost: $4
+1 Action. Choose one: Each player (including you) discards a card; or each player (including you) draws until he has 4 cards in hand.

Worth 1 VP for every 4 Attack cards in your deck (rounded down).

I like the Alt VP part, but it's not cool to shut out other players. Think is a 4 player game, where you're player 4. Chances are you'll play a lot of hands with no cards. Not fun. Keep the bottom but change the top part to something reasonable.

Quote
Landlord
Types: Action – Victory
Cost: $5
+2 Cards. You may discard a Victory card. If you do, +1 Action.

Worth 1 VP per empty Supply pile.

It's at most a duchy, and is a Village on play only if you have another Victory card. It sort of works with itself since it can Discard other Landlords. I think it's a decent card that might get on of my votes.

Quote
Dance
Types: Action – Attack – Reaction
Cost: $4
Choose one: Each player (including you) puts a card from his hand on top of his deck; or each player puts his deck into his discard pile.

When another player shuffles, you may reveal and discard this from your hand. If you do, +2 Cards.

Same as Paladin, it's not cool to be able to shut out other players. Think about 4 players when you make discard attacks. Also the reaction is strange. It's sort of random, and with the top might not activate often since everyone is just top decking cards all the time. The choice is strange and I feel it's weak as a card overall. Not much of an attack since you're doing it to yourself too, and we all know Chancellor is weak to begin with, so Chancellor without $2 and letting everyone else get the advantage too is worse.

Quote
Quartermaster
Types: Action – Attack
Cost: $3
+$2. Discard a card. Each other player with 4 or more cards in hand discards a card that shares a type with and costs more than the card you discarded (or reveal a hand with no such card).

It's ok as an idea, but it can still leave people with no cards in hand, especially with more than 2 players. This is the 3rd card with this problem so far.

Quote
Concerto
Types: Action
Cost: $3
+1 Action. Look through your discard pile. You may reveal a card from it and put it on the bottom of your deck. If it is an… Action card, +1 Action; Treasure card, +$1; Victory card, +1 Card.

This is weak. It can be a cantrip, non-terminal copper or a Moat. And putting a card on the bottom of your deck isn't great, since it'll miss the next shuffle anyway. Would be fine at $2, maybe still weak at that price too.

Quote
Architect
Types: Action
Cost: $6
+1 Action. +$2.

While this is in play, when an Action Card (including this) would give you any amount of $, you may draw that many cards instead.

Wow this is good. Festival becomes +2cards +2actions +1buy, which is better than a level 2 city. This is too good for almost any price in my opinion, and certainly too good if it's non-terminal.

Quote
Acropolis
Types: Action
Cost: $5
When you play this, +1 Card per unused action you have (Action, not Action card). +2 Actions.

Not sure how good this will be, considering Diadem is already not great. It gives actions to power other Acropolises. The first one will be a Neropolis, the second a Village, the third a Lab. It needs another source of +actions, but then it might get too good.

Quote
Prefecture
Types: Action – Victory
Cost: $5
Reveal a cards from your deck until you reveal a Victory card. If you do, put it and one other revealed card into your hand. Discard the rest.

Worth 2 VP.

I really like this card. It's an action-Victory which has a reason to be duel-type, and the on play effect is pretty good. Not sure it's a $5 though, because it's  a non-terminal lab with 1 card always being a VP card, the other possibly being good and possible discarding a bunch of other good cards. And what if the top card is VP? Then it's just +1card. Will probably get a vote from me anyway, since these things can be fixed.

Quote
Nabob
Types: Action – Attack
Cost: $5
+2 Cards. Trash a card from your hand. Choose one: Gain a card costing up to $2 more than the trashed card; or each other player gains a card costing up to the cost of the trashed card.

It's a Remodle variant with an attack possibility. Trash Copper, give everyone else a copper. Or players can throw a Curse back at each other. Interesting I guess, but mostly feels like Remodel with +2cards added on.

Quote
Courtier
Types: Action – Attack
Cost: $4
You may gain a Duchy. If you didn't, gain a Silver. Each other player may gain an Estate. If he didn't, he gains a Copper.

I like this card, although straight Duchy gaining is pretty good to open with. It's a superb Duke enabler, even if it were $5. Will lead to crazy fast games, as people can empty the Duchies really fast, still gain Silvers and people might gain Estates with other people's Courtier.

Quote
Monastery
Types: Action
Cost: $4
Gain a card costing up to $6. For each $1 over $4 it costs, each other player may choose one: he trashes a card from his hand; he gains up to 2 Coppers, putting them into his hand; he discards his hand and draws 5 cards.

Gaining $6 cards, with a good bonus for each opponent. Interesting, but might be too good with Highway, since it leads to easy Province gaining.

Quote
Lawyer
Types: Action
Cost: $5
+$2. Reveal the top card of your deck. If you reveal a Victory card, discard it and gain an Action card costing up to $5. Otherwise, put the card back and gain an Action card costing up to $3.

Makes 5/2 starts good, but swingy. Hitting an estate will be amazing, putting one player way ahead of the other, or it's almost worse than Workshop and Hermit. Too swingy for me I think.

Quote
Lord
Types: Action – Victory
Cost: $4
Reveal your hand. If you revealed a Treasure card, a Victory card, and an Action card (each separate cards), then +$3. Otherwise, +$1.

Worth 1 VP.

$$$ version in a Menagerie style. It's ok, but I feel it's more a Cornucopia card. I would submit it to that contest.

Quote
Bailey
Types: Action – Victory
Cost: $4
Do this three times: Choose one: +1 Action; or discard a Victory card, and +$2 if you did.

Worth 1 VP.

Another card that has good reason to be a duel-type. Could be a nice addition to an engine and a Village/virtual money card. I like it.

Quote
Wall
Types: Action – Reaction
Cost: $4
Choose two: Look at the top card of your deck and discard it or put it back; or gain a card costing up to $3; or trash a card from your hand. (The choices must be different.)

When another player plays an Attack card, you may reveal this from your hand. If you do, you may discard any number of cards from your hand. At the start of your next turn, draw that many cards.

I wasn't sure about this card at first, but I actually like it. It's good against a lot of attack cards, and the Caller reaction is interesting. A few things that might make it better is to look at the top 2 cards, not 1, and to set aside the card for the reaction and discard them at the start of your next turn. It makes tracking the cards easier.

Quote
Overseer
Types: Action
Cost: $4
Put a marker on an empty District of the Overseer Mat. If you put it on the…
Residential District, +1 Card and +2 Actions
Craftsmen's District, +3 Cards
Commercial District, +1 Card, +1 Action, and +$1
Industrial District, gain a card costing up to $4
Logging District, +1 Buy and +$2
If four districts of the mat have a marker, remove all the markers.

Rules Clarification: There is one communal Overseer mat, split into the five districts.

Just no. Too many words, and overly complicated for no good reason. It's like Band of Misfits a la boring.

Quote
Shrine
Types: Action – Victory
Cost: $5
+1 Action. Choose one: trash a card from your hand; or +1 Card.

Worth 2 VP.

Duel-type card for no reason. VP is just tacked on and otherwise it's just a trasher that turns into a cantrip later. Not interesting.

Quote
Committee
Types: Action
Cost: $5
+$2. The player to your left names a card. Reveal the top 4 cards of your deck and choose one that is not the named card. Trash it or gain a copy of it. Put the untrashed cards back in any order.

Not a bad card. People would name coppers an Estate at the start, and the good cards later on. Should have something about VP cards though, because even the chance of gaining Provinces is very strong.

Quote
Taylor-Compton
Types: Action – Victory
Cost: $5
+1 Card. +1 Action. Discard any number of Victory cards. +$1 per card discarded.

Worth 1 VP.

Interesting that it works well with itself, but it's mostly Secret Hall (Great Hall with Secret Chamber added on).

Quote
Usurer
Types: Action – Attack
Cost: $5
Discard any number of cards. Choose one: +$1 per card discarded; or each other player discards until he has the same number of cards in hand as you.

I'm guessing it's supposed to be Usurper. It's either a Secret Chamber or a super Militia that its only good if you can discard to under 5 cards without hurting your hand. I don't imagine it'll that good since often you'll have to sacrifice a lot of your turn in order to hurt your opponents.

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Dungeon
Types: Action – Victory
Cost: $5
+1 Action. Trash up to 3 cards from your hand.

Worth 1 VP per $ in the cost of the cheapest card in your deck (in Coins).

Non-terminal Chapel (almost). That's really good. The alt VP is interesting, but often won't be worth more than 3VP anyway. Still could be very rewarding to get a deck of $5 cards and power these up to get a lot of points. The top is just not that motivating though. I'll consider giving it a vote.

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Majordomo
Types: Action
Cost: $4
+1 Action. Discard a card. If it is a… Victory card, +1 Card; Treasure card, +2 Cards; Action card, +3 Cards.

Basically this is only worth it if you discard an action card. Victory get's you nothing, Treasure only replaces the cards in your hand, and Action is a Stables, but you'll probably want to play your action cards, not discard them. Discarding coppers I can see, but I don't see much more usefulness than that. Maybe I'm missing something

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Wedding
Types: Action – Attack
Cost: $5
+1 Action. You may trash up to 2 cards from your hand. If you trashed exactly 1 card, each other player discards down to 3 cards in hand. If you trashed exactly 2 cards, each other player gains a Curse.

Non-terminal trasher is strong. And it's an attack. Interesting that it can't Curse more than once unless you already have card draw and enough cards to trash. Feels like a Mercenary with a choice that can Curse. I like it, and may vote for it.

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Liege
Types: Action – Attack
Cost: $5
+2 Cards. Each other player discards a Victory card (or reveals a hand with no Victory cards). If any player discards a card this way, play this again.

Sooo, it rewards you if someone else has a bad hand. I think it's just going to be not fun, getting a bad hand that causes your opponent to get an amazing turn. It's good against Alt-VP rushes as they'll have a high VP density, but otherwise it may not be worth it. Also it's has a huge first player advantage since he discards all the VP cards, then the next player (in a game with more than 2 people) has only the first player's hand to work with.

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Traitor
Types: Action – Attack
Cost: $4
+$1. Choose one: Name a card costing up to $3 and each other player with 5 or more cards in hand discards a copy of the named card (or reveals a hand without it); or, choose an Attack card from your hand and play it twice.

The attack itself is swingy, but I like how it can throne itself, let you see their hand then let you discard a card of choice. I realize it takes 2 Traitors in hand to do this, but Pillage is a one shot, so this might get frustrating and overpowered.

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Homestead
Types: Action – Victory
Cost: $4
+2 Actions. Reveal cards from the top of your deck unti you reveal a Victory card. Put that card into your hand and discard the rest.

Worth 1 VP.

Village that draws either itself of a dead card, while possibly skipping you good cards. Probably ok at $3, since its end result is Village and has equal chance to help or hurt your deck (could skip Curses/Ruins/Coppers). At least it's duel-type for the function of the card and simply because.

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Observatory
Types: Action
Cost: $3
+1 Action. Reveal the top 3 cards of your deck. If you revealed a Victory card, put all the revealed cards into your hand. Otherwise, discard them.

Interesting. Not much to say about it, but it seems fun. Might be strong though.

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Tiller
Types: Action
Cost: $4
Trash a card from your hand. The player to your left chooses a card in the Supply costing at least $2 more than the trashed card. Gain it.

This one I really like. Not sure how it will play out, and it might be harmfull to play it too much since you'll get loaded with terminals like Adventurer. I would be good in Colony games where trashing Gold will get you Platinum.

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Architect
Types: Action
Cost: $5
Trash a card from your hand. Choose one: gain a card costing up to $2 more than the trashed card, which you may put on top of your deck; or +2 Buys and +$ equal to the trashed card's cost in Coins.

Architect #2. Remodel/Salvager in one card. Nothing new really, but it seems ok.

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Groundskeeper
Types: Action
Cost: $5
+1 Card. +$1. Discard a card. Choose one: set aside up to 3 cards from your discard pile, discarding them after your next reshuffle; or shuffle your discard pile and put it at the bottom of your deck.

This honestly seems like a Seaside card. It's all setting up for later. The vanilla bonus is just so strange. 1+card discard a card? and +$1?

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Heir
Types: Victory
Cost: $4
At the end of the game, choose one: Trash an Estate from your deck and this is worth 1 VP per Estate in your deck; or trash 2 Curses from your deck and this is worth 2 VP; or trash 3 Coppers from your deck and this is worth 3 VP if you have no Treasures in your deck.

Do you do this for every heir? Because then I'll have no Estates left. Could be good on a Cursing board with no trashing, since it's guaranteed Curse removal. The no treasure thing will basically never happen either. I should say trash 3 Treasures, not Coppers. And I don't like doing things after the game is done. It's done, why am I still trashing stuff?

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Mob
Types: Action – Attack
Cost: $5
The player to your left reveals his hand. Choose one of the revealed cards costing up to $6. Either gain a copy of it or each other player gains a copy of it, your choice.

Seems like a really good Jester. Doesn't really interest me.

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Nouveau Riche
Types: Action
Cost: $4
You may discard an Estate. If you do, +3 Cards. You may discard a Duchy. If you do, +$2. You may discard a Victory card. If you do, +1 Action.

Clarification: It should be clear from the wording here, but you don't choose between these three options. You choose whether or not to do each in order.

The last one being "Discard a Victory" is really confusing. I just discarded a Victory, so I should get that bonus! It would be less confusing to put it at the start, and I don't see how it would change the card at all. I feel like overall you would often get +3cards +1action. It doesn't seem all that difficult to activate. It's ok I guess.

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Hidden Passage
Types: Action
Cost: $3
You may trash a card from your hand. Each other player may reveal the top 2 cards of his deck. If he does, he trashes one and discards the other.

This is better for your opponents than it is for you. I don't think I would ever buy this. Ever.

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Legate
Types: Action
Cost: $4
+1 Action. +$1. Each player (including you) reveals the top 3 cards of his deck and puts one of them (your choice) in his hand, then puts the rest back on top in an order he chooses.

Again, like the previous card it helps you opponents a lot. It's sifting + hand increase for them and you only get a mildly better thing than they do.

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Secret Plot
Types: Treasure – Victory
Cost: $3
Worth $1. When you play this, each player may set aside a card face down on his Secret Plot mat. You may look at the cards on your mat at any time; reveal them and return them to your deck at the end of the game.

Worth 1 VP for each differently-named card on your mat that no other player has a copy of on his mat.

I can't see this being worth it. Everyone will put Copper and Estate (free trashing for everyone! Yay!) and then you have to buy expensive cards just to line them up with Secret Plot and waste them on the mat. The time and effort needed to make this good is too much. Its like Fairgrounds that can be stopped easily and requires you to throw away good cards.

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Castellan
Types: Action – Attack
Cost: $5
Do the following three things in any order; you get the version in parentheses: Each player draws until he has 5 (6) cards in hand; each player discards down to 3 (3) cards in hand; each player trashes up to 1 (2) cards from his hand.

Interesting, but I don't see it being that good. You'll probably be helping their hand more than hurting it, unless you also hurt your hand. Not sure I like it that much.

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Inquisitor
Types: Action – Attack
Cost: $5
+$2. Each other player may discard any number of cards. Choose one: Each other player gains a Curse for each card in hand over 3; or each other player trashes a card from his hand and draws until he has 3 cards in hand.

I don't like it. I'm mean. That's all.

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Narcissist
Types: Action
Cost: $5
You may reveal then discard any number of differently-named cards. For each card discarded this way, if it is an… Action card, +2 Actions; Treasure card, +$2; Victory card, +2 Cards.

I feel this will be good. I hate Harvast because it discards my good cards. This require me to discard good cards if I want a good result. I don't think it'll often be more than +$2 +2cards. Maybe +4cards in the end game.

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Ironworker
Types: Action
Cost: $2
Discard a card. If it is an… Action card, +3 Actions; Treasure card, +$3; Victory card, +3 Cards.

Every card that has the Ironworks/Ironmonger thing seems to suck with action cards. Why would I use this as my village, ever? It's good to bump your money at the start by discarding coppers and Estates. It's ok, maybe strong for a $2, but prices can change.

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Warden
Types: Action
Cost: $6
+1 Action. Choose two in any order: Draw until you have 6 cards in hand; play an Action card from your hand; trash a card from your hand and gain a card costing up to $2 more, putting it on top of your deck. (The choices must be different.)

Feels like Nobles, but with a Remodel ability instead of VP. Probably a good card, but feels like it's all been done before. Maybe it's just that the list is long, but I'm not that interested.

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Cannoneer
Types: Action – Attack
Cost: $5
+2 Cards. +$1. Each other player with at least 5 cards in hand reveals one of them. He either discards it and gains a copy of it or he trashes it, your choice.

Cannoneer? It's not Seaside anymore :P. This feels really strong. It'll always junk, or it'll trash a good card.

That's all I have to say. Man that was long to write up.
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soulnet

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #72 on: October 17, 2013, 08:48:45 pm »
+3

I don't really care for comments like "too strong" or "too weak", unless the strongness/weakness is unfixable, which is probably a minority of cases, then I feel like it should almost not be evaluated here. The proposed mechanic or general idea should.
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ChocophileBenj

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #73 on: October 17, 2013, 09:03:18 pm »
+1

Let's go !
(I didn't read all of previous comments, and one of those cards is neither taxman nor counterfeit, but mine)

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Logothete
Types: Action
Cost: $4
+2 Actions. Reveal your hand. +1 Card and +$1 per Victory card revealed. Reveal your hand again and put all the revealed Victory cards at the bottom of your deck in any order.
Wow ! +1 card/+$1 for each victory card is too strong ! 2 victory cards : an Inn +$2. And all of it to sacrifice one bad hand at bottom of deck, maybe more ? Well, I don't know ! At least it synergizes nicely with scout !

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Cold Iron
Types: Treasure – Attack – Victory – Reaction
Cost: $4
Worth $1. When you play this, each other player with 5 or more cards in hand draws a card then puts cards from his hand on top of his deck until he has 4 cards in hand.

Worth 1 VP. When another player plays an Attack card, you may discard this from your hand. If you do, gain a Silver, putting it into your hand, and you are not affected by the Attack.
Four types ! I pretty dislike this. The attack part is a bit poor because it is far less disturbing than the double top-decking of Ghost ship, plus it may help him "Thanks, I draw a Watchtower !"

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Sphinx (A)
Types: Action – Attack
Cost: $4
+1 Card. +1 Action. If this is the first time you played a Sphinx this turn, each other player guesses how many Action cards you will play this turn. At the end of your Action phase, each player who guessed incorrectly gains a Curse.

Clarification: The players guess in turn order.
Too political and swingy and not in the spirit of Dominion.

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Sphinx (B)
Types: Action
Cost: $3
Choose one: +3 Cards and discard a card that is not a Victory cards (or reveal a hand of all Victory cards); or +$3 and cards cost $1 more this turn; or trash 3 cards from your hand and gain a card costing $0.
Another complicated card...
Choice 1 : seems weak if it were alone
Choice 2 : +3 cards, -$1, I don't know
Choice 3 : either a worse steward (since you need 3 cards to trash) or something interesting if you TR/KC/Proc several times the choice $3 before

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Paladin
Types: Action – Attack – Victory
Cost: $4
+1 Action. Choose one: Each player (including you) with 4 or more cards in hand discards a card; or each player (including you) draws until he has 4 cards in hand.

Worth 1 VP for every 4 Attack cards in your deck (rounded down).
I dislike cards depending on attack cards. Look at Silk road and Trade route : the more victory cards you have in the supply, the more likely they may be interesting, but because you always have 3 victory cards in the supply (4 with SR), it's always worth something !

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Landlord
Types: Action – Victory
Cost: $5
+2 Cards. You may discard a Victory card. If you do, +1 Action.

Worth 1 VP per empty Supply pile.
Action part is nice, and Victory part is always at least one VP, but rarely 2. There is also a risk of an over-combo by depleting several piles simultaneously at the last turn but this isn't a concern.

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Dance
Types: Action – Attack – Reaction
Cost: $4
Choose one: Each player (including you) puts a card from his hand on top of his deck; or each player puts his deck into his discard pile.

When another player shuffles, you may reveal and discard this from your hand. If you do, +2 Cards.
A new reaction trigger, but not that interesting.
I miss the point of this card, since there is no "true" action (there should be some +$2) the reaction is worse than smithy and doesn't always happens, except if really good engine...

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Quartermaster
Types: Action – Attack
Cost: $3
+$2. Discard a card. Each other player with 4 or more cards in hand discards a card that shares a type with and costs more than the card you discarded (or reveal a hand with no such card).
I hate the "share a type with" and it's essentially "I discard so I hope you discard".
Victory card : mostly useless, except sometimes you hope to make them discard their province (Tournament, explorer, province into province)
Action card : too swingy if you hope to discard a smithy that would be dead otherwise to mountebank, may be frustating if you and your opponents both go for an engine

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Concerto
Types: Action
Cost: $3
+1 Action. Look through your discard pile. You may reveal a card from it and put it on the bottom of your deck. If it is an… Action card, +1 Action; Treasure card, +$1; Victory card, +1 Card.
A mix between Ironmonger and Scavenger. In BM you will mostly choose +1 act +$1 and get back your platinums. In engine you WILL get your action cards, it's nice but a bit weak. And I don't see why you would get back a pure victory card.

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Architect (A)
Types: Action
Cost: $6
+1 Action. +$2.

While this is in play, when an Action Card (including this) would give you any amount of $, you may draw that many cards instead.
Assuming you know how many $s you generate everytime you play an action card, I think this is possible (catch me if I'm wrong), but it may be boring.
Woodcutter would be +2 cards, +1 buy for $3. Weaker than another winner of this contest. (I nearly won :( )
Festival would be the best : +2 cards +2 actions. Now, try to set it up !
Salvager gives you the most virtual $s at once and would be thus a worse apprentice, so why not.
It's not that terrible !
But I'm feared it's not that great, too !

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Acropolis
Types: Action
Cost: $5
When you play this, +1 Card per unused action you have (Action, not Action card). +2 Actions.
Stacking village ^^. It plays differently if there are other villages around. But it's like King's court, it's dreadful if you chain can them ! Not interesting enough, though, because setting it up isn't easy !

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Prefecture
Types: Action – Victory
Cost: $5
Reveal a cards from your deck until you reveal a Victory card. If you do, put it and one other revealed card into your hand. Discard the rest.

Worth 2 VP.
What's the point ? It skips your good cards for a victory card, so in this sense this is even worse than scout, and it anti-comboes with itself !
2nd read : "put it and one other revealed card" LOOOL ! so... I mostly dislike it.

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Nabob
Types: Action – Attack
Cost: $5
+2 Cards. Trash a card from your hand. Choose one: Gain a card costing up to $2 more than the trashed card; or each other player gains a card costing up to the cost of the trashed card.
Definitely stronger than Remodel and Butcher. Looks a bit like ambassador except when good $2s.

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Courtier
Types: Action – Attack
Cost: $4
You may gain a Duchy. If you didn't, gain a Silver. Each other player may gain an Estate. If he didn't, he gains a Copper.
Hey, what's all this copper gaining ?
Gaining duchies when game ends is dreadful too ! I think I don't like it.

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Monastery
Types: Action
Cost: $4
Gain a card costing up to $6. For each $1 over $4 it costs, each other player may choose one: he trashes a card from his hand; he gains up to 2 Coppers, putting them into his hand; he discards his hand and draws 5 cards.
Really interesting idea, but let's analyse the nerf :
-trashing : okay
-gaining copper into hand : I hate this idea, but why not
-minioning (or mulliganing) : maybe the most powerful, especially when combined with the first choice !
Too wordy so I bet it won't pass, but I like it.

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Lawyer
Types: Action
Cost: $5
+$2. Reveal the top card of your deck. If you reveal a Victory card, discard it and gain an Action card costing up to $5. Otherwise, put the card back and gain an Action card costing up to $3.
Swingyness... may be too risky if there are nothing interesting but silver at $3 and if there are key $5 such as minion/hunting party... it's even worse if you TR/KC this since the action card doesn't get discarded.

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Lord
Types: Action – Victory
Cost: $4
Reveal your hand. If you revealed a Treasure card, a Victory card, and an Action card (each separate cards), then +$3. Otherwise, +$1.

Worth 1 VP.
Another idea that wanted to be orignal but is poor. The fact that you have to keep it in hand to play it is terrible.

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Bailey
Types: Action – Victory
Cost: $4
Do this three times: Choose one: +1 Action; or discard a Victory card, and +$2 if you did.

Worth 1 VP.
As some people said, it may be too easily a +1 action +$4, or a +2 actions +$2 so it's too strong !

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Wall
Types: Action – Reaction
Cost: $4
Choose two: Look at the top card of your deck and discard it or put it back; or gain a card costing up to $3; or trash a card from your hand. (The choices must be different.)

When another player plays an Attack card, you may reveal this from your hand. If you do, you may discard any number of cards from your hand. At the start of your next turn, draw that many cards.
The three options may make it a poor $4.
Interesting reaction though.

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Overseer
Types: Action
Cost: $4
Put a marker on an empty District of the Overseer Mat. If you put it on the…
Residential District, +1 Card and +2 Actions
Craftsmen's District, +3 Cards
Commercial District, +1 Card, +1 Action, and +$1
Industrial District, gain a card costing up to $4
Logging District, +1 Buy and +$2
If four districts of the mat have a marker, remove all the markers.

Rules Clarification: There is one communal Overseer mat, split into the five districts.
A bit boring, but why not...

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Shrine
Types: Action – Victory
Cost: $5
+1 Action. Choose one: trash a card from your hand; or +1 Card.

Worth 2 VP.
Either a great hall, either a VP cards that trashes your smaller cards ? Well, at least it's nice with an engine. But there may be some more exciting ideas to explore.

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Committee
Types: Action
Cost: $5
+$2. The player to your left names a card. Reveal the top 4 cards of your deck and choose one that is not the named card. Trash it or gain a copy of it. Put the untrashed cards back in any order.
Interesting gamer... or not !

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Taylor-Compton
Types: Action – Victory
Cost: $5
+1 Card. +1 Action. Discard any number of Victory cards. +$1 per card discarded.

Worth 1 VP.
Poorer oasis that works only on victory cards, but several at once. I think it's fine, and making it a victory card sets an  interesting dilemna.

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Usurer
Types: Action – Attack
Cost: $5
Discard any number of cards. Choose one: +$1 per card discarded; or each other player discards until he has the same number of cards in hand as you.
I play many action card, I discard my hand, so do the players. I win. Perfect.
No, down to 3 cards in hand is good !

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Dungeon
Types: Action – Victory
Cost: $5
+1 Action. Trash up to 3 cards from your hand.

Worth 1 VP per $ in the cost of the cheapest card in your deck (in Coins).
Way stronger than chapel and than shrine above. May easily be $3, maybe $5.

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Majordomo
Types: Action
Cost: $4
+1 Action. Discard a card. If it is a… Victory card, +1 Card; Treasure card, +2 Cards; Action card, +3 Cards.
A poorer stables ? Seems nice...

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Wedding
Types: Action – Attack
Cost: $5
+1 Action. You may trash up to 2 cards from your hand. If you trashed exactly 1 card, each other player discards down to 3 cards in hand. If you trashed exactly 2 cards, each other player gains a Curse.
Non-terminal attacker like this leads to boring games...

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Liege
Types: Action – Attack
Cost: $5
+2 Cards. Each other player discards a Victory card (or reveals a hand with no Victory cards). If any player discards a card this way, play this again.
So it's +2*(max # of victory cards in your opponent's hand). Too bad it doesn't stack well, though !

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Traitor
Types: Action – Attack
Cost: $4
+$1. Choose one: Name a card costing up to $3 and each other player with 5 or more cards in hand discards a copy of the named card (or reveals a hand without it); or, choose an Attack card from your hand and play it twice.
Too frustating to force the opponent to discard his only village. Nope !

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Homestead
Types: Action – Victory
Cost: $4
+2 Actions. Reveal cards from the top of your deck unti you reveal a Victory card. Put that card into your hand and discard the rest.

Worth 1 VP.
I tried exactly the same card with "+1 card +1 action" instead of "+2 actions" ^^ and it was just a Scout-like to them.

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Observatory
Types: Action
Cost: $3
+1 Action. Reveal the top 3 cards of your deck. If you revealed a Victory card, put all the revealed cards into your hand. Otherwise, discard them.
Nope !

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Tiller
Types: Action
Cost: $4
Trash a card from your hand. The player to your left chooses a card in the Supply costing at least $2 more than the trashed card. Gain it.
Worse than remodel ! I miss the point.

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Architect (B)
Types: Action
Cost: $5
Trash a card from your hand. Choose one: gain a card costing up to $2 more than the trashed card, which you may put on top of your deck; or +2 Buys and +$ equal to the trashed card's cost in Coins.


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Groundskeeper
Types: Action
Cost: $5
+1 Card. +$1. Discard a card. Choose one: set aside up to 3 cards from your discard pile, discarding them after your next reshuffle; or shuffle your discard pile and put it at the bottom of your deck.
Hey, it may be a strong island-like if you manage to play it each turn and to exile your victory card. I miss the point of the second option.

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Heir
Types: Victory
Cost: $4
At the end of the game, choose one: Trash an Estate from your deck and this is worth 1 VP per Estate in your deck; or trash 2 Curses from your deck and this is worth 2 VP; or trash 3 Coppers from your deck and this is worth 3 VP if you have no Treasures in your deck.
Do you choose one option per victory card, or not  ?
The first case may make it fun (but not for casuals). The 2nd (one choice right now) may be poor because it's rare to have 3 coppers or fewer in your deck.

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Mob
Types: Action – Attack
Cost: $5
The player to your left reveals his hand. Choose one of the revealed cards costing up to $6. Either gain a copy of it or each other player gains a copy of it, your choice.
Even worse (in terms of fun, not strength) than Smugglers !

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Nouveau Riche
Types: Action
Cost: $4
You may discard an Estate. If you do, +3 Cards. You may discard a Duchy. If you do, +$2. You may discard a Victory card. If you do, +1 Action.

Clarification: It should be clear from the wording here, but you don't choose between these three options. You choose whether or not to do each in order.
Too complicated. Interesting in terms of cycling.

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Hidden Passage
Types: Action
Cost: $3
You may trash a card from your hand. Each other player may reveal the top 2 cards of his deck. If he does, he trashes one and discards the other.
This time, I really miss the point. Something must have been forgotten somewhere !

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Legate
Types: Action
Cost: $4
+1 Action. +$1. Each player (including you) reveals the top 3 cards of his deck and puts one of them (your choice) in his hand, then puts the rest back on top in an order he chooses.
Hey, may look like an attack !
Should be "any order he chooses" ^^ .
Not interesting enough...

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Secret Plot
Types: Treasure – Victory
Cost: $3
Worth $1. When you play this, each player may set aside a card face down on his Secret Plot mat. You may look at the cards on your mat at any time; reveal them and return them to your deck at the end of the game.

Worth 1 VP for each differently-named card on your mat that no other player has a copy of on his mat.
Like a "Petit bac" ? (don't know how it's named in French) okay, maybe.

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Castellan
Types: Action – Attack
Cost: $5
Do the following three things in any order; you get the version in parentheses: Each player draws until he has 5 (6) cards in hand; each player discards down to 3 (3) cards in hand; each player trashes up to 1 (2) cards from his hand.
Wow ! How do you want me to play it ?

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Inquisitor
Types: Action – Attack
Cost: $5
+$2. Each other player may discard any number of cards. Choose one: Each other player gains a Curse for each card in hand over 3; or each other player trashes a card from his hand and draws until he has 3 cards in hand.
Nearly strictly worse than Militia. They will only gain curse in the end of game.

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Narcissist
Types: Action
Cost: $5
You may reveal then discard any number of differently-named cards. For each card discarded this way, if it is an… Action card, +2 Actions; Treasure card, +$2; Victory card, +2 Cards.
When tribute meets Cornucopia and stays in your own deck...

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Ironworker
Types: Action
Cost: $2
Discard a card. If it is an… Action card, +3 Actions; Treasure card, +$3; Victory card, +3 Cards.
Nice enough ! At least !

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Warden
Types: Action
Cost: $6
+1 Action. Choose two in any order: Draw until you have 6 cards in hand; play an Action card from your hand; trash a card from your hand and gain a card costing up to $2 more, putting it on top of your deck. (The choices must be different.)
Too complicated with the second choice ! It's too easy to get lost !

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Cannoneer
Types: Action – Attack
Cost: $5
+2 Cards. +$1. Each other player with at least 5 cards in hand reveals one of them. He either discards it and gains a copy of it or he trashes it, your choice.
Vanilla bonus is kinda meh, and attack part is interesting.

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Visiting Dignitary
Types: Action
Cost: $4
+1 Action. Trash this. Gain a Visiting Dignitary and a Victory card costing up to $6.
[/quote]
"trash this. Gain a copy of this"... well, no. And I dislike the idea of a Duchy-grabber !
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Chocolate is like victory points in Dominion. Both taste good but they'll hurt you if you eat too much of it instead of something else in your early days.

ConMan

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #74 on: October 17, 2013, 09:20:37 pm »
0

Quote
Architect (B)
Types: Action
Cost: $5
Trash a card from your hand. Choose one: gain a card costing up to $2 more than the trashed card, which you may put on top of your deck; or +2 Buys and +$ equal to the trashed card's cost in Coins.
So, Remodel crossed with Salvager+. Not hugely exciting, but not a bad variant on the concept.

Quote
Groundskeeper
Types: Action
Cost: $5
+1 Card. +$1. Discard a card. Choose one: set aside up to 3 cards from your discard pile, discarding them after your next reshuffle; or shuffle your discard pile and put it at the bottom of your deck.
This feels ... Seaside-y, even if it's more "affect several turns in the future" rather than "next turn". Needs a "look through your discard pile" wording, but on the whole the mechanic is really nice for people who strategise and control their shuffles, but otherwise a little boring.

Quote
Heir
Types: Victory
Cost: $4
At the end of the game, choose one: Trash an Estate from your deck and this is worth 1 VP per Estate in your deck; or trash 2 Curses from your deck and this is worth 2 VP; or trash 3 Coppers from your deck and this is worth 3 VP if you have no Treasures in your deck.
An Endgame card! How exciting! And a bit of a weird alt-VP card, especially since you could technically choose different options for each Heir to try to maximise how much each one's worth. Probably a little too AP-inducing, but I really like the underlying idea.

Quote
Mob
Types: Action – Attack
Cost: $5
The player to your left reveals his hand. Choose one of the revealed cards costing up to $6. Either gain a copy of it or each other player gains a copy of it, your choice.
A Jester variant that I think is a bit too swingy and junk-happy (even compared to the original Jester) - assuming there's no good Copper-trashing, you'll have a good chance of being able to give everyone Coppers, which makes it more likely you'll be able to give them Coppers on the next play, which makes it more likely ...

Quote
Nouveau Riche
Types: Action
Cost: $4
You may discard an Estate. If you do, +3 Cards. You may discard a Duchy. If you do, +$2. You may discard a Victory card. If you do, +1 Action.

Clarification: It should be clear from the wording here, but you don't choose between these three options. You choose whether or not to do each in order.
A little complicated, works really nicely with Tunnel, pretty terrible in a Shelters game, but fairly decent otherwise.

Quote
Hidden Passage
Types: Action
Cost: $3
You may trash a card from your hand. Each other player may reveal the top 2 cards of his deck. If he does, he trashes one and discards the other.
Feels like an Attack to me, and even allowing for the choice between two cards this is a top-of-deck trasher which tends to be painful and swingy.

Quote
Legate
Types: Action
Cost: $4
+1 Action. +$1. Each player (including you) reveals the top 3 cards of his deck and puts one of them (your choice) in his hand, then puts the rest back on top in an order he chooses.
Not bad, as a Peddler-variant probably needs to cost $5. Kind of non-Attacky interaction? Cruel combination with Minion, though.

Quote
Secret Plot
Types: Treasure – Victory
Cost: $3
Worth $1. When you play this, each player may set aside a card face down on his Secret Plot mat. You may look at the cards on your mat at any time; reveal them and return them to your deck at the end of the game.

Worth 1 VP for each differently-named card on your mat that no other player has a copy of on his mat.
Tricky, and I assume you count the VP they're worth first *then* return the cards otherwise it's a little pointless. Also, feels Seaside-y again with it being like a variant of Island (and a little Cornucopia-y with the push to having as much variety as possible). But as an idea, it's kind of cool.
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eHalcyon

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #75 on: October 17, 2013, 09:33:12 pm »
+1

I forgot to say this earlier, but I really wanted someone to submit a card named Conspiracy Theorist.  For reasons.

Quote
Sphinx (1)
Types: Action – Attack
Cost: $4
+1 Card. +1 Action. If this is the first time you played a Sphinx this turn, each other player guesses how many Action cards you will play this turn. At the end of your Action phase, each player who guessed incorrectly gains a Curse.

Clarification: The players guess in turn order.

Funny card, but not sure how well it'll play. The more I play the more guesses everyone has, but it's really hard to guess how many cards someone will play. It'll also slow the game down as people count how many cards are left in supply piles. PStone is already annoying IRL, and this will be slower for sure.

Players only guess the first time it is played.

I don't understand the comparison to PStone.  People will count supply piles to try to figure out how many action cards you have, I guess?



Quote
Landlord
Types: Action – Victory
Cost: $5
+2 Cards. You may discard a Victory card. If you do, +1 Action.

Worth 1 VP per empty Supply pile.

It's at most a duchy, and is a Village on play only if you have another Victory card. It sort of works with itself since it can Discard other Landlords. I think it's a decent card that might get on of my votes.

It can actually be worth more, but that would be pretty rare.

Quote
Quartermaster
Types: Action – Attack
Cost: $3
+$2. Discard a card. Each other player with 4 or more cards in hand discards a card that shares a type with and costs more than the card you discarded (or reveal a hand with no such card).

It's ok as an idea, but it can still leave people with no cards in hand, especially with more than 2 players. This is the 3rd card with this problem so far.

It only hits players with 4 or more cards in hand.

Quote
Usurer
Types: Action – Attack
Cost: $5
Discard any number of cards. Choose one: +$1 per card discarded; or each other player discards until he has the same number of cards in hand as you.

I'm guessing it's supposed to be Usurper. It's either a Secret Chamber or a super Militia that its only good if you can discard to under 5 cards without hurting your hand. I don't imagine it'll that good since often you'll have to sacrifice a lot of your turn in order to hurt your opponents.

"Usurer" is another word for a moneylender.

I find it funny that you pointed out the issue of locking other players out of a hand with other cards, but not with this one which does it much more easily.  Yeah it hurts you too, but there are ways around that. :P





Quote
Hidden Passage
Types: Action
Cost: $3
You may trash a card from your hand. Each other player may reveal the top 2 cards of his deck. If he does, he trashes one and discards the other.
Feels like an Attack to me, and even allowing for the choice between two cards this is a top-of-deck trasher which tends to be painful and swingy.

But it's optional.  You play Hidden Passage and I can choose to do this mini-Lookout.  Or I can just not.  Potential positive to opponents, no negatives.  Yeah the Lookout itself can hurt opponents, but it's entirely up to their discretion.





I don't really care for comments like "too strong" or "too weak", unless the strongness/weakness is unfixable, which is probably a minority of cases, then I feel like it should almost not be evaluated here. The proposed mechanic or general idea should.

You are correct.  When I note that something is too strong or weak, I try to discuss ways it might be fixed, or why it would be broken at any price.  Sometimes I'm not clear about it though, and sometimes I just slip up and forget.  If I do that to a card, feel free to call it out.
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LastFootnote

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #76 on: October 17, 2013, 09:41:56 pm »
0

Ballot update:

Narcissist should cost $4, not $5.
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KingZog3

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #77 on: October 17, 2013, 09:47:53 pm »
0

Quote
Sphinx (1)
Types: Action – Attack
Cost: $4
+1 Card. +1 Action. If this is the first time you played a Sphinx this turn, each other player guesses how many Action cards you will play this turn. At the end of your Action phase, each player who guessed incorrectly gains a Curse.

Clarification: The players guess in turn order.

Funny card, but not sure how well it'll play. The more I play the more guesses everyone has, but it's really hard to guess how many cards someone will play. It'll also slow the game down as people count how many cards are left in supply piles. PStone is already annoying IRL, and this will be slower for sure.

Players only guess the first time it is played.

I don't understand the comparison to PStone.  People will count supply piles to try to figure out how many action cards you have, I guess?

I read it wrong and missing the "only first time" part. Pretty much makes my analysis pointless. Because I didn't read that part, people would be counting piles to see what to guess. But it's only once, and people have already mentioned the Familiar and political parts to the card.



Quote
Landlord
Types: Action – Victory
Cost: $5
+2 Cards. You may discard a Victory card. If you do, +1 Action.

Worth 1 VP per empty Supply pile.

It's at most a duchy, and is a Village on play only if you have another Victory card. It sort of works with itself since it can Discard other Landlords. I think it's a decent card that might get on of my votes.

It can actually be worth more, but that would be pretty rare.

Yes, and Squire can turn into Goons. That's pretty rare. Trader can come up with Feodum. That's pretty rare. I don't think it needs to be considered if it almost never happens and it's not game breaking good.

Quote
Quartermaster
Types: Action – Attack
Cost: $3
+$2. Discard a card. Each other player with 4 or more cards in hand discards a card that shares a type with and costs more than the card you discarded (or reveal a hand with no such card).

It's ok as an idea, but it can still leave people with no cards in hand, especially with more than 2 players. This is the 3rd card with this problem so far.

It only hits players with 4 or more cards in hand.

Ug, I'm not reading anything right today. Still not fun for reasons other people stated. I discard good cards to maybe hit good cards. Everyone is just discarding things they'd rather play.

Quote
Usurer
Types: Action – Attack
Cost: $5
Discard any number of cards. Choose one: +$1 per card discarded; or each other player discards until he has the same number of cards in hand as you.

I'm guessing it's supposed to be Usurper. It's either a Secret Chamber or a super Militia that its only good if you can discard to under 5 cards without hurting your hand. I don't imagine it'll that good since often you'll have to sacrifice a lot of your turn in order to hurt your opponents.

"Usurer" is another word for a moneylender.

I find it funny that you pointed out the issue of locking other players out of a hand with other cards, but not with this one which does it much more easily.  Yeah it hurts you too, but there are ways around that. :P

Yeah I don't know why I didn't mention the lock out of this card. I probably thought I wrote it down since there were a lot of other cards I had already written it for :P
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jamespotter

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #78 on: October 17, 2013, 10:02:36 pm »
0

Quote
Bailey
Types: Action – Victory
Cost: $4
Do this three times: Choose one: +1 Action; or discard a Victory card, and +$2 if you did.

Worth 1 VP.
As some people said, it may be too easily a +1 action +$4, or a +2 actions +$2 so it's too strong !
Is this really that strong, though? The first situation you cite would be harder to set up than Baron until late game and takes 3 cards (total), and the second is an almost-festival that takes 2 cards (total) from your hand to achieve. Is that really as strong as it has been made out to be? The one place where this card would be overpowered, it seems to me, is with some alt-VP, and alt-VP games change almost every card's balance.
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JacquesTheBard

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #79 on: October 17, 2013, 10:26:30 pm »
+1

The main catch to visiting dignitary is that a deck with solid drawing can play a chain of these off of the first, which is extremely swingy in the right circumstances. Throne visiting dignitary for two duchies and two dignitaries, scout the duchies, moat draws, then play those, draw up again, etc. etc. It is quite possible for a solid engine to empty two piles at once, one of which is the duchy pile. And it costs 4? I think this would be as broken as Rebuild, except cheaper and more engine-friendly.
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dghunter79

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #80 on: October 17, 2013, 10:36:48 pm »
0

Quote
Architect
Types: Action
Cost: $6
+1 Action. +$2.

While this is in play, when an Action Card (including this) would give you any amount of $, you may draw that many cards instead.

Stacks crazy.  The second one you play is +4 Cards, + 1 Action.  And then +6 Cards, +1 Action... It's a lot stronger than Gold.

Quote
Acropolis
Types: Action
Cost: $5
When you play this, +1 Card per unused action you have (Action, not Action card). +2 Actions.

Another card that stacks like crazy.  The first one is a Village, the second one is a Level 2 City, the third one is +3 Cards + 2 Actions.  You would never be able to ignore it.

Architect doesn't sound like it stacks to me.  You get +2 Cards instead of +$2, so even when you have multiples in play, you shouldn't be able to proc them all.

Acropolis should be slower than you think.  The first one is only Necropolis because you don't get +actions before you draw.  So for example: Turn begins, I have 1 action.  I play Acropolis.  I have 0 actions so I draw nothing, then I get +2 actions.  I play second Acropolis, using 1 action and having 1 action left.  Now I get to draw 1 card, then I get +2 actions for 3 actions total.  And so on.


That's how Trader works, so I guess you're right that that's how Architect should work.  That makes it more reasonable, for sure.

I didn't see that Acropolis only gave the two actions second.  That's a pretty big difference, and means they are not super-stackable on their own.  They're actually very weak without other Villages.  They get pretty crazy strong though when Villages are in play.

Quote
Majordomo
Types: Action
Cost: $4
+1 Action. Discard a card. If it is a… Victory card, +1 Card; Treasure card, +2 Cards; Action card, +3 Cards.

I think this is about as strong as Stables, and should cost 5.

I think Stables is stronger.  If you discard a treasure, Stables increases your hand size whereas Majordomo does not.  To match Stables in draw, Majordomo needs to discard an action card.  That's significantly worse than discarding a treasure because your deck starts with a bunch of weak treasures but you are unlikely to have a bunch of weak actions in your deck.

Stables is probably a little stronger.  Majordomo card draws one fewer card from a Copper discard.  But it also does all that other stuff, so it can't be drawn dead the way Stables can.  Seems like a 5.  I kind of like it at that price, though.  It could be OK at 4.

Quote
Secret Plot
Types: Treasure – Victory
Cost: $3
Worth $1. When you play this, each player may set aside a card face down on his Secret Plot mat. You may look at the cards on your mat at any time; reveal them and return them to your deck at the end of the game.

Worth 1 VP for each differently-named card on your mat that no other player has a copy of on his mat.

A card from your hand, I assume.  Seems like it turns the game into kind of a no-fun game.  You kind of have to buy Secret Plots since they can be worth a lot of points.  And then all the other players have to do the same thing.  And then the end result is they are all worth 0VP.

I don't see why this is a must-buy.  It's very skippable.  If one player buys it, others can still deny them their points without buying Secret Plot themselves.

Also, the combo with Black Market seems pretty broken.

Quote
Castellan
Types: Action – Attack
Cost: $5
Do the following three things in any order; you get the version in parentheses: Each player draws until he has 5 (6) cards in hand; each player discards down to 3 (3) cards in hand; each player trashes up to 1 (2) cards from his hand.

Pretty weak -- almost a gimped Steward.

The comparison doesn't make sense to me because this is draw AND trash, not to mention a discard that isn't part of Steward at all.

I didn't notice that you get to do them all.  That's kind of interesting!

Quote
Ironworker
Types: Action
Cost: $2
Discard a card. If it is an… Action card, +3 Actions; Treasure card, +$3; Victory card, +3 Cards.

Well, either this, or Narcissist, or both, are priced wrong.  I think both.

Hard to say if either is priced correctly, but both might be fine.  Ironworker only discards one card, which is often less powerful than Narcissist which can discard a bunch.

Yeah but the discard-a-bunch of Narcissist is hampered by they're all having to be different cards.  Plus Ironworks gets more per card.  They seem like a 3 and a 4, to me.

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #81 on: October 17, 2013, 11:29:19 pm »
0

Ballot update:

I accidentally left the cantrip off of Hidden Passage. It's not supposed to be that weak! Many apologies to the author.
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WanderingWinder

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #82 on: October 17, 2013, 11:42:07 pm »
+3



I whirlwind it up pretty fast this time!

More notes:
Pins are bad!
Landlord (Moat that you can discard a victory card for to make it non-terminal, worth 1 vp per empty pile at the end) is really nice, and... it can actually be worth a lot more than 3, if you are able to empty a bunch of piles simultaneously - which is hard, but a nice mechanism, I think.
There are some really really great names this week.
I also think the overall submission level is right about at its highest.
I definitely like the approval->run-off system for voting.
Tiller (trash one, opponent to left chooses card in supply costing at least 2 more for you to gain) looks so much worse than remodel, BUT you can use it on most boards to turn 5s into provinces. This really doesn't save it, I don't think, but there is something for it. Hmm. I was thinking that 3 instead of 2 might help, but then you can turn 4s into provinces, and well, now you have super-cheap expand (hi, I'm broken). Maybe if you did that and made it cost 5 or 6... I dunno, but very interested in the mechanic.
Nouveau Riche (discard an estate for 3 cards, duchy for $2, victory for +1 action) looks mega-good, BUT... well, look at IF you collide it all the way, you end up with 4 card and $2 and haven't used a terminal. Well, thatis not bad, but... peddler +oasis +a little filtering, IF it hits all the way. And if you miss the duchy, you are just at card parity with some filtering. I mean, that's probably pretty good, but it's not GREAT, and that is hitting all the way.
Narcissist (discard any number of differently nameds, tribute bonus) - I don't understand how this has tracking issues, but a couple of people have said it does. Am I missing something, or is this really not worse than like cellar and tribute?

eHalcyon

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #83 on: October 18, 2013, 04:13:31 am »
0

@dghunter -- Secret Plot seems like it would be weaker if it came from the Black Market.  Other players will still be able to put stuff away on their own mats to limit the points you can get.  It's weaker because any unique card you DO put away on your mat will only be worth 1VP, whereas they would be worth multiple points if you could get multiple Plots.  So how is that broken?  Perhaps you are missing that EVERY player gets to put put stuff on their mat when ANY player plays it, like Bishop.

I forgot that Narcissist had that restriction.  That does weaken it a lot.





Hidden Passage update -- cantrip makes it much more reasonable.




@WW -- interesting point on Tiller.  Also, I said Narcissist could be hard to track but maybe you are right.  Well, Cellar doesn't really apply because there is nothing to track there.  Narcissist is just that you can end up getting a big mix of money, cards and actions so there's a decent chance that your turn doesn't end and now you have some forgettable amount of virtual coin.  But that's not too terribly more difficult to track than Tribute.
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GwinnR

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #84 on: October 18, 2013, 05:44:05 am »
+1

The cards I like:

Quote
Sphinx (B)
Types: Action
Cost: $3
Choose one: +3 Cards and discard a card that is not a Victory cards (or reveal a hand of all Victory cards); or +$3 and cards cost $1 more this turn; or trash 3 cards from your hand and gain a card costing $0.
I'm not sure, if this will lead to difficult choices, but I like the composition of the choices.

Quote
Quartermaster
Types: Action – Attack
Cost: $3
+$2. Discard a card. Each other player with 4 or more cards in hand discards a card that shares a type with and costs more than the card you discarded (or reveal a hand with no such card).
Cool interaction between players!

Quote
Prefecture
Types: Action – Victory
Cost: $5
Reveal a cards from your deck until you reveal a Victory card. If you do, put it and one other revealed card into your hand. Discard the rest.

Worth 2 VP.
This "a" makes no sense there I think.
But I like the card anyways ;-) You don't want (as always) many Victory cards, because they minimize your draw possibilities. But, oh, this is a Victory card.

Quote
Overseer
Types: Action
Cost: $4
Put a marker on an empty District of the Overseer Mat. If you put it on the…
Residential District, +1 Card and +2 Actions
Craftsmen's District, +3 Cards
Commercial District, +1 Card, +1 Action, and +$1
Industrial District, gain a card costing up to $4
Logging District, +1 Buy and +$2
If four districts of the mat have a marker, remove all the markers.

Rules Clarification: There is one communal Overseer mat, split into the five districts.
Hm, this is a bit strange. The ultimate vanilla-choice, when you are the first one who plays it. But it get worse, when you play it later. I think I'll vote for it.

Quote
Dungeon
Types: Action – Victory
Cost: $5
+1 Action. Trash up to 3 cards from your hand.

Worth 1 VP per $ in the cost of the cheapest card in your deck (in Coins).
No idea how good this will be, but I like the idea of getting a huge benefit for a good deck. (Which might be not so fair, but that's the game ;-))

Quote
Liege
Types: Action – Attack
Cost: $5
+2 Cards. Each other player discards a Victory card (or reveals a hand with no Victory cards). If any player discards a card this way, play this again.
Many cards benefit from having Victory cards. This is is a card that benefits from others having Victory cards. Cool! Maybe to strong in the end? I don't know.

Quote
Cannoneer
Types: Action – Attack
Cost: $5
+2 Cards. +$1. Each other player with at least 5 cards in hand reveals one of them. He either discards it and gains a copy of it or he trashes it, your choice.
Cool interaction. You have to reveal a card, that is ok for you to gain and ok for you being trashed. May lead to difficult choices.
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cluckyb

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #85 on: October 18, 2013, 12:39:36 pm »
0

(picking up where I left off)

Quote
Nabob
Types: Action – Attack
Cost: $5
+2 Cards. Trash a card from your hand. Choose one: Gain a card costing up to $2 more than the trashed card; or each other player gains a card costing up to the cost of the trashed card.

Seems alright. Probably a bit on the strong side, but I like the remodel/weakend ambassador choice.

Quote
Courtier
Types: Action – Attack
Cost: $4
You may gain a Duchy. If you didn't, gain a Silver. Each other player may gain an Estate. If he didn't, he gains a Copper.

Yeah, I think a $4 that lets you gain Duchys and then some is probably too strong.

Quote
Monastery
Types: Action
Cost: $4
Gain a card costing up to $6. For each $1 over $4 it costs, each other player may choose one: he trashes a card from his hand; he gains up to 2 Coppers, putting them into his hand; he discards his hand and draws 5 cards.

Not enough of a benefit to the other players to make this not super powerful if you ask me


Quote
Lawyer
Types: Action
Cost: $5
+$2. Reveal the top card of your deck. If you reveal a Victory card, discard it and gain an Action card costing up to $5. Otherwise, put the card back and gain an Action card costing up to $3.

In a bunch of kingdoms it probably won't be worth the risk to ever play because you don't want to junk your deck with cheap terminal actions

Quote
Lord
Types: Action – Victory
Cost: $4
Reveal your hand. If you revealed a Treasure card, a Victory card, and an Action card (each separate cards), then +$3. Otherwise, +$1.

Worth 1 VP.

Even with a perfectly balanced deck, its still a lot of luck based that you'll get one of each. Does combo with its self nicely (another good use of when to make something a victory card) which is cool. I think I like it.


Quote
Bailey
Types: Action – Victory
Cost: $4
Do this three times: Choose one: +1 Action; or discard a Victory card, and +$2 if you did.

Worth 1 VP.

Eh, +3 actions is already not too shabby. This isn't bad, I just doesn't really excite me either. Getting this with three estates just feels really really strong so there is too much luck at play.

Quote
Wall
Types: Action – Reaction
Cost: $4
Choose two: Look at the top card of your deck and discard it or put it back; or gain a card costing up to $3; or trash a card from your hand. (The choices must be different.)

When another player plays an Attack card, you may reveal this from your hand. If you do, you may discard any number of cards from your hand. At the start of your next turn, draw that many cards.

Eh. Choices are just randomly thrown there and don't play off each other. Reaction is probably too strong.


Quote
Overseer
Types: Action
Cost: $4
Put a marker on an empty District of the Overseer Mat. If you put it on the…
Residential District, +1 Card and +2 Actions
Craftsmen's District, +3 Cards
Commercial District, +1 Card, +1 Action, and +$1
Industrial District, gain a card costing up to $4
Logging District, +1 Buy and +$2
If four districts of the mat have a marker, remove all the markers.

Rules Clarification: There is one communal Overseer mat, split into the five districts.

An interesting idea. Hard to say how it would play out. Might not be reliable enough to use effectively (with BoM you can know what your options are going to be when you buy the card so if there is a village out you and know you can use the BoM as a village provided they don't run out. Here you can't use it as a village or a smithy or anything) but I think its worth trying out and seeing.

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Shrine
Types: Action – Victory
Cost: $5
+1 Action. Choose one: trash a card from your hand; or +1 Card.

Worth 2 VP.

Yeah this is just a weak card with VP slapped on. If it doesn't synergize with VP cards or somehow benefit from being a VP card other than just the "this is a VP card" i just don't see the point. Top half is also just rather boring. Its just a weak junk dealer.


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Committee
Types: Action
Cost: $5
+$2. The player to your left names a card. Reveal the top 4 cards of your deck and choose one that is not the named card. Trash it or gain a copy of it. Put the untrashed cards back in any order.

Probably too strong. Maybe cut the +$2? The "gain a copy or trash" idea is pretty cool.

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Taylor-Compton
Types: Action – Victory
Cost: $5
+1 Card. +1 Action. Discard any number of Victory cards. +$1 per card discarded.

Worth 1 VP.

I like it. One of the better Action - Victory hybrids.


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Usurer
Types: Action – Attack
Cost: $5
Discard any number of cards. Choose one: +$1 per card discarded; or each other player discards until he has the same number of cards in hand as you.

Honestly this is probably the worst card so far. At least the other pinnable cards were a little tricky to get pins with. This you can just end your turn with this and only use virtual money and pin him really easily.

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Dungeon
Types: Action – Victory
Cost: $5
+1 Action. Trash up to 3 cards from your hand.

Worth 1 VP per $ in the cost of the cheapest card in your deck (in Coins).

Hrm. Probably too strong. Non-terminal trashing makes it not to hard to get this up to Duchy level of good. It certainly is a unique way of doing alt VP though. Would at least want to see it playtested.
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markusin

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #86 on: October 18, 2013, 12:41:16 pm »
+1

Alright, let's comment on these cards! Quick note about Alt-vp cards: I like it when you don't mind getting lots of them, which is the case for pretty much all official cards (except maybe Dame Josephine). Though I have a tendency to bash cards during analysis, in reality I often have a more neutral opinion on a lot of cards. I find the quality of cards in this contest are very high this time around.

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Logothete
Types: Action
Cost: $4
+2 Actions. Reveal your hand. +1 Card and +$1 per Victory card revealed. Reveal your hand again and put all the revealed Victory cards at the bottom of your deck in any order.
One great turn and one bad turn is better than two mediocre turns, no? This card works on that principle, so I think it's fine balance wise, considering that it can also whiff.

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Cold Iron
Types: Treasure – Attack – Victory – Reaction
Cost: $4
Worth $1. When you play this, each other player with 5 or more cards in hand draws a card then puts cards from his hand on top of his deck until he has 4 cards in hand.

Worth 1 VP. When another player plays an Attack card, you may discard this from your hand. If you do, gain a Silver, putting it into your hand, and you are not affected by the Attack.
The 1VP makes it like a mini-harem, but everything else on the card is neat. Nice reaction.

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Sphinx (A)
Types: Action – Attack
Cost: $4
+1 Card. +1 Action. If this is the first time you played a Sphinx this turn, each other player guesses how many Action cards you will play this turn. At the end of your Action phase, each player who guessed incorrectly gains a Curse.

Clarification: The players guess in turn order.
"I guess, uh, 10."
*engine turn ends*
"Rather that playing 10 cards, I'll remodel this Village into a Duchy."
The wording of this card makes it seem like the curse giving stacks, even though the player only has 1 guess. That's really unfair.

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Sphinx (B)
Types: Action
Cost: $3
Choose one: +3 Cards and discard a card that is not a Victory cards (or reveal a hand of all Victory cards); or +$3 and cards cost $1 more this turn; or trash 3 cards from your hand and gain a card costing $0.
This is Steward, just worded in a more confusing way to make it seem like it's not Steward.

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Paladin
Types: Action – Attack – Victory
Cost: $4
+1 Action. Choose one: Each player (including you) with 4 or more cards in hand discards a card; or each player (including you) draws until he has 4 cards in hand.

Worth 1 VP for every 4 Attack cards in your deck (rounded down).
So, this rewards you for being a jerk and getting lots of attacks, but strangely enough its draw ability nerfs discard attacks. I wouldn't mind getting a bunch of these with Ironworks, since they basically replace themselves like Great Hall, but with extra player interactions.

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Landlord
Types: Action – Victory
Cost: $5
+2 Cards. You may discard a Victory card. If you do, +1 Action.

Worth 1 VP per empty Supply pile.
Becomes a Lab worth VP when you start greening. Always worth at least 1VP. I just worry that players will always get this over Duchy.

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Dance
Types: Action – Attack – Reaction
Cost: $4
Choose one: Each player (including you) puts a card from his hand on top of his deck; or each player puts his deck into his discard pile.

When another player shuffles, you may reveal and discard this from your hand. If you do, +2 Cards.
I imagine that pinning players with this is rare, but I suppose it can be done. Uh, doesn't feel too coherent.

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Quartermaster
Types: Action – Attack
Cost: $3
+$2. Discard a card. Each other player with 4 or more cards in hand discards a card that shares a type with and costs more than the card you discarded (or reveal a hand with no such card).
Reminds me a bit of Taxman, except it only costs $3, benefits your current turn, and can discard Pearl Divers for great effect. Not bad.

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Concerto
Types: Action
Cost: $3
+1 Action. Look through your discard pile. You may reveal a card from it and put it on the bottom of your deck. If it is an… Action card, +1 Action; Treasure card, +$1; Victory card, +1 Card.
Each option on its own is very weak, and putting cards on the bottom of the deck might not do much. You see them again in the current shuffle, but they may very well miss the next shuffle...or not. You don't know if you'll see that Victory card next shuffle or not.

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Architect (A)
Types: Action
Cost: $6
+1 Action. +$2.

While this is in play, when an Action Card (including this) would give you any amount of $, you may draw that many cards instead.
I didn't like any of those outtakes cards that swapped vanilla bonuses. This turns every card into an engine component, especially Conspirator.

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Acropolis
Types: Action
Cost: $5
When you play this, +1 Card per unused action you have (Action, not Action card). +2 Actions.
Take note, you use up an action to play this, so playing this first makes it a Necropolis. Still, it's insane with even 1 other Village variant in the game, or KC.

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Prefecture
Types: Action – Victory
Cost: $5
Reveal cards from your deck until you reveal a Victory card. If you do, put it and one other revealed card into your hand. Discard the rest.

Worth 2 VP.
You'd buy this over Duchy very often, but it's weak enough to justify the cost and VP numbers. Kinda like what Scout should have been. Neat.

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Nabob
Types: Action – Attack
Cost: $5
+2 Cards. Trash a card from your hand. Choose one: Gain a card costing up to $2 more than the trashed card; or each other player gains a card costing up to the cost of the trashed card.
Yikes. Power Remodel that doesn't become useless in the early/mid game due to the attack option.

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Courtier
Types: Action – Attack
Cost: $4
You may gain a Duchy. If you didn't, gain a Silver. Each other player may gain an Estate. If he didn't, he gains a Copper.
The only way to avoid the copper junking is to take an even more junky card? No, this is just a copper junker, but whose benefit for the attacker is Bureaucrat level. Doesn't seem too fun.

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Monastery
Types: Action
Cost: $4
Gain a card costing up to $6. For each $1 over $4 it costs, each other player may choose one: he trashes a card from his hand; he gains up to 2 Coppers, putting them into his hand; he discards his hand and draws 5 cards.
I kinda like this one. It's a more versatile workshop.

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Lawyer
Types: Action
Cost: $5
+$2. Reveal the top card of your deck. If you reveal a Victory card, discard it and gain an Action card costing up to $5. Otherwise, put the card back and gain an Action card costing up to $3.
Why wouldn't I want this when there are good 3$ actions to get? Nice idea though.

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Lord
Types: Action – Victory
Cost: $4
Reveal your hand. If you revealed a Treasure card, a Victory card, and an Action card (each separate cards), then +$3. Otherwise, +$1.

Worth 1 VP.
Now this, I wouldn't want to mass up with Ironworks. Alt-VP cards shouldn't hurt your deck this much as you get more of them.

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Bailey
Types: Action – Victory
Cost: $4
Do this three times: Choose one: +1 Action; or discard a Victory card, and +$2 if you did.

Worth 1 VP.
The top is already powerful, in a better-than-Silver-at-$4 kind of way. Given the versatility of this card, it can pass as a $5, WITHOUT the VP bonus, though I wouldn't mind that card.

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Wall
Types: Action – Reaction
Cost: $4
Choose two: Look at the top card of your deck and discard it or put it back; or gain a card costing up to $3; or trash a card from your hand. (The choices must be different.)

When another player plays an Attack card, you may reveal this from your hand. If you do, you may discard any number of cards from your hand. At the start of your next turn, draw that many cards.
The reaction is fine. The top part can maybe be simplified so that this card can cost 3$. I feel like it wants to cost 3$.

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Overseer
Types: Action
Cost: $4
Put a marker on an empty District of the Overseer Mat. If you put it on the…
Residential District, +1 Card and +2 Actions
Craftsmen's District, +3 Cards
Commercial District, +1 Card, +1 Action, and +$1
Industrial District, gain a card costing up to $4
Logging District, +1 Buy and +$2
If four districts of the mat have a marker, remove all the markers.

Rules Clarification: There is one communal Overseer mat, split into the five districts.
I don't care if it's not Dominion-y. I still really like it.

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Shrine
Types: Action – Victory
Cost: $5
+1 Action. Choose one: trash a card from your hand; or +1 Card.

Worth 2 VP.
Okay, THIS card is a card you'll almost always get over Duchy. It's pretty much a greater hall.

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Committee
Types: Action
Cost: $5
+$2. The player to your left names a card. Reveal the top 4 cards of your deck and choose one that is not the named card. Trash it or gain a copy of it. Put the untrashed cards back in any order.
Powerful, as is, but has potential.

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Taylor-Compton
Types: Action – Victory
Cost: $5
+1 Card. +1 Action. Discard any number of Victory cards. +$1 per card discarded.

Worth 1 VP.
So, cantrip secret chamber, worth VP. It looks like it combos with itself, but it's a cantrip, so I'll naturally want to keep these to hopefully draw a better card. Not nearly better that Duchy in almost all cases, so that's a plus. it works for me

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Usurer
Types: Action – Attack
Cost: $5
Discard any number of cards. Choose one: +$1 per card discarded; or each other player discards until he has the same number of cards in hand as you.
It's even stronger than I initially realized. At the end of your engine turn, you can play one of these to get the secret chamber effect on every card except another copy of Usurer, then play the other Usurer for the second option. Too Brutal. Also, if you have just this in hand with 4 junk cards, you can use this to kill everyone's turn.

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Dungeon
Types: Action – Victory
Cost: $5
+1 Action. Trash up to 3 cards from your hand.

Worth 1 VP per $ in the cost of the cheapest card in your deck (in Coins).
Just like the Dungeon in the Dominion outtakes, this is a fine card that has no real reason not to be in the set. The VP part is really fragile. Imagine, you trash your whole deck to just $5+ cost cards, then someone passes you a copper with Masquerade on the last turn. I don't mind that because the top part is still worth getting for $5.

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Majordomo
Types: Action
Cost: $4
+1 Action. Discard a card. If it is a… Victory card, +1 Card; Treasure card, +2 Cards; Action card, +3 Cards.
Yeah, I like it.

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Wedding
Types: Action – Attack
Cost: $5
+1 Action. You may trash up to 2 cards from your hand. If you trashed exactly 1 card, each other player discards down to 3 cards in hand. If you trashed exactly 2 cards, each other player gains a Curse.
Not "Dark Wedding" or "Royal Wedding"? Anyway, I like the card itself. Kinda like Mercenary, except you don't have to go through hoops to get it. Like with Mercenary the discard attack option really hurts opponent Weddings, but not as harshly, I guess.

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Liege
Types: Action – Attack
Cost: $5
+2 Cards. Each other player discards a Victory card (or reveals a hand with no Victory cards). If any player discards a card this way, play this again.
What? In 3-4 player games, this is very likely to be at Least a Hunting Grounds for $5. It can be even more than that too, especially if players go for hybrid victory cards. it shuts down too many alt-VP strategies, and that's not cool.

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Traitor
Types: Action – Attack
Cost: $4
+$1. Choose one: Name a card costing up to $3 and each other player with 5 or more cards in hand discards a copy of the named card (or reveals a hand without it); or, choose an Attack card from your hand and play it twice.
The first option is probably going to be weaker than Taxman's attack, but the second option makes up for that, and it has a small combo with itself. Intrigue is a good place to have small combos.

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Homestead
Types: Action – Victory
Cost: $4
+2 Actions. Reveal cards from the top of your deck unti you reveal a Victory card. Put that card into your hand and discard the rest.

Worth 1 VP.
So this passes the "massable VP" test. The VP part has purpose here, as it lets the card draw a copy of itself (sometimes). That's good, since that lets this be your primary action splitter if needed. Good card!

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Observatory
Types: Action
Cost: $3
+1 Action. Reveal the top 3 cards of your deck. If you revealed a Victory card, put all the revealed cards into your hand. Otherwise, discard them.
Looks like a must buy on certain boards (think Hybrid-VP cards), but that's nothing a little balance work can't fix.

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Tiller
Types: Action
Cost: $4
Trash a card from your hand. The player to your left chooses a card in the Supply costing at least $2 more than the trashed card. Gain it.
Other than the $5 cost to Province thing, this is just worse than Remodel.

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Architect (B)
Types: Action
Cost: $5
Trash a card from your hand. Choose one: gain a card costing up to $2 more than the trashed card, which you may put on top of your deck; or +2 Buys and +$ equal to the trashed card's cost in Coins.
2 $4 cost options for the price of $5.  There's an issue I have with this: the second option covers the key weakness of the first option and vice-verse. That makes this card too safe, I think.

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Groundskeeper
Types: Action
Cost: $5
+1 Card. +$1. Discard a card. Choose one: set aside up to 3 cards from your discard pile, discarding them after your next reshuffle; or shuffle your discard pile and put it at the bottom of your deck.
What is "it" in the second option? The discarded card, or the discard pile? I...it seems fine.

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Heir
Types: Victory
Cost: $4
At the end of the game, choose one: Trash an Estate from your deck and this is worth 1 VP per Estate in your deck; or trash 2 Curses from your deck and this is worth 2 VP; or trash 3 Coppers from your deck and this is worth 3 VP if you have no Treasures in your deck.
I agree that the options for the bottom effect can be reduced and this will still be a good card.

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Mob
Types: Action – Attack
Cost: $5
The player to your left reveals his hand. Choose one of the revealed cards costing up to $6. Either gain a copy of it or each other player gains a copy of it, your choice.
This seems too strong, especially with cost reduction. It's totally safe.

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Nouveau Riche
Types: Action
Cost: $4
You may discard an Estate. If you do, +3 Cards. You may discard a Duchy. If you do, +$2. You may discard a Victory card. If you do, +1 Action.

Clarification: It should be clear from the wording here, but you don't choose between these three options. You choose whether or not to do each in order.
I like this one. It works because it explicitly names Estate and Duchy for the first and second option, respectively.

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Hidden Passage
Types: Action
Cost: $3
+1 Card. +1 Action. You may trash a card from your hand. Each other player may reveal the top 2 cards of his deck. If he does, he trashes one and discards the other.
This one is interesting, because people are scared of the lookout effect. When playing against this card, you really got to take advantage of the Lookout effect. The only problem with Hidden Passage is that it feels a bit too safe, compared to the unreliable bonus the other players get. I'd fix that replacing "You may trash a card from your hand" to "Trash a card from your hand".


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Legate
Types: Action
Cost: $4
+1 Action. +$1. Each player (including you) reveals the top 3 cards of his deck and puts one of them (your choice) in his hand, then puts the rest back on top in an order he chooses.
Yeah, this should probably be an attack (anti-Haven effect when combined with a discard attack). Otherwise, I like the card.

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Secret Plot
Types: Treasure – Victory
Cost: $3
Worth $1. When you play this, each player may set aside a card face down on his Secret Plot mat. You may look at the cards on your mat at any time; reveal them and return them to your deck at the end of the game.

Worth 1 VP for each differently-named card on your mat that no other player has a copy of on his mat.
Ah, the famous Plotter. Of course, the wording should change so that the cards on the mat are counted before being put back into the deck, or the cards on the mat are never returned to the deck at all (too bad, Gardens). This actually doesn't seem too strong to me. What, are you really going to put your Knights and Prizes on the mat, when other Knights can trash the plotter and Prizes are so good anyway? If you're going to put stuff that's better than copper on the mat, then you're hurting your deck, so it's not a simple choice. if it does end up being too strong, then it can just be rebalanced. This is the card to look out for. I for one like it a lot.

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Castellan
Types: Action – Attack
Cost: $5
Do the following three things in any order; you get the version in parentheses: Each player draws until he has 5 (6) cards in hand; each player discards down to 3 (3) cards in hand; each player trashes up to 1 (2) cards from his hand.
AP aside, this seems like an fine card (note: terminal). Doesn't seem as crazy as Governor. Am I missing some horrible design flaw?

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Inquisitor
Types: Action – Attack
Cost: $5
+$2. Each other player may discard any number of cards. Choose one: Each other player gains a Curse for each card in hand over 3; or each other player trashes a card from his hand and draws until he has 3 cards in hand.
If players don't take the curse, then this pretty much Militia-Masquerades the player by itself. The opponents discard down to 3 cards, then they must trash a card out of those 3 cards. That's pretty mean.

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Narcissist
Types: Action
Cost: $4
You may reveal then discard any number of differently-named cards. For each card discarded this way, if it is an… Action card, +2 Actions; Treasure card, +$2; Victory card, +2 Cards.
Looks insane with Hybrid-VP cards. Don't know about the typical case, though.

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Ironworker
Types: Action
Cost: $2
Discard a card. If it is an… Action card, +3 Actions; Treasure card, +$3; Victory card, +3 Cards.
Should probably cost $3. Otherwise, it seems fine. Similar to Steward, but not entirely similar.

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Warden
Types: Action
Cost: $6
+1 Action. Choose two in any order: Draw until you have 6 cards in hand; play an Action card from your hand; trash a card from your hand and gain a card costing up to $2 more, putting it on top of your deck. (The choices must be different.)
Woah is this strong. I mean, you can remodel a card from your hand and then draw it with some other cards, non-terminally. Or, you can play Remodel from your hand and then draw 6, non-terminally. A weaker version of this that costs less would probably fit the set better. It's an interesting card.

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Cannoneer
Types: Action – Attack
Cost: $5
+2 Cards. +$1. Each other player with at least 5 cards in hand reveals one of them. He either discards it and gains a copy of it or he trashes it, your choice.
For some reason, I don't like cards that appear to give choices, but which in reality hurt you no matter what you do. In this case, the choice is obviously not to reveal Province or Gold or anything. 

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Visiting Dignitary
Types: Action
Cost: $4
+1 Action. Trash this. Gain a Visiting Dignitary and a Victory card costing up to $6.
In this case, depleting the Visiting Dignitary card is hardly a drawback at all, because you probably want the game to end once you got that many Victory cards. Seems like a must buy on certain boards.
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LastFootnote

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #87 on: October 18, 2013, 03:02:16 pm »
0

The first poll is up! Vote for as many of the 47 options as you want.
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Asper

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #88 on: October 18, 2013, 03:04:20 pm »
+1

That sounds a lot like Mine!

I don't see how?  Does it really let you gain a copy of a treasure when you reveal one from your hand AND make you trash all the treasures you have in play on buy?  If not, it's not Mine!

And some people claim i complain too much about Mine/Mint jokes. They are everywhere!! If Mine/Mint-jokes were freaking cameras, FDS would be freaking 1984!

It's not 1986

I don't know what to say. 1986 is my year of birth. Why did i write that...?

Edit: Happy that my card isn't hated like my Seaside-entry was...
« Last Edit: October 18, 2013, 03:23:24 pm by Asper »
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dghunter79

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #89 on: October 18, 2013, 03:47:11 pm »
+1

@dghunter -- Secret Plot seems like it would be weaker if it came from the Black Market.

Yes, but when they're both in the Kingdom, doesn't the game then descend into joylessly buying all the cards in the Black Market, and then putting them on the Secret Plot mats?

Secret Plot would also be the only Dominion card that makes it impossible to know if you're winning.  Is that the appeal of it to the card's supporters?  Why do the cards need to be kept hidden.

Also, what is a good Secret Plot board?  I guess if there's a super dominant strategy on the board.  Other than that, doesn't it just reduce the rest of the Kingdom to Card1, Card2, Card3, where all that matters is the prices?

Is this card different enough from Fairgrounds?

I guess I just don't see the appeal.  It seems like a card where you have to do a lot of work and in the end it's just worth zero.  Or, your opponent ignores it and it's a 3-cost Copper worth 13 VP.  How do its supporters see it playing?  What is the fun part that you all want to preserve?

GendoIkari

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #90 on: October 18, 2013, 04:13:25 pm »
0

Quote
Sphinx (1)
Types: Action – Attack
Cost: $4
+1 Card. +1 Action. If this is the first time you played a Sphinx this turn, each other player guesses how many Action cards you will play this turn. At the end of your Action phase, each player who guessed incorrectly gains a Curse.

Clarification: The players guess in turn order.

I expect this will be quite controversial, but I think it's all right.  Balance-wise, it's at worst a Familiar, which is nasty at $4, but it doesn't stack in a single turn, and I imagine that early on it's quite easy to guess that they will only play one action.  Later on they can mess with you by withholding an action to make sure they don't match your guess, which can maybe get political with 3+ players.

Overall I don't like it enough to vote for it, but it's a unique concept.


This would stack in a single turn. If you play 2 of them, and your opponent's guess wrong, they'll get 2 curses...

*Edit* Just realized it's unclear wording. Does the "if this is the first you played" clause refer only to the other players guessing, or also to the curse-gaining at the end of the turn?
« Last Edit: October 18, 2013, 04:40:30 pm by GendoIkari »
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eHalcyon

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #91 on: October 18, 2013, 04:27:00 pm »
0

Quote
Legate
Types: Action
Cost: $4
+1 Action. +$1. Each player (including you) reveals the top 3 cards of his deck and puts one of them (your choice) in his hand, then puts the rest back on top in an order he chooses.
Yeah, this should probably be an attack (anti-Haven effect when combined with a discard attack). Otherwise, I like the card.

I think(?) multiple people have said this, but... how?  Legate doesn't make opponents discard.  It doesn't even discard cards from the top of their deck.  Even combined with a discard attack, you really just made the attack weaker.  You give me a sixth card?  Either you gave me junk and I discard that (effectively cycling it from my deck) or you give me a good card and I get to keep that and discard something else.  I don't understand what "anti-Haven" is even supposed to mean.  This is basically a weaker version of the Council Room penalty, where everyone gets to draw a card, except instead of a random [average] card, you get something a little worse than average.  And of course, each player also gets info about the top of their deck so they can set up Wishing Well or Mystic or even just cantrip draw.

@dghunter -- Secret Plot seems like it would be weaker if it came from the Black Market.

Yes, but when they're both in the Kingdom, doesn't the game then descend into joylessly buying all the cards in the Black Market, and then putting them on the Secret Plot mats?

Secret Plot would also be the only Dominion card that makes it impossible to know if you're winning.  Is that the appeal of it to the card's supporters?  Why do the cards need to be kept hidden.

Also, what is a good Secret Plot board?  I guess if there's a super dominant strategy on the board.  Other than that, doesn't it just reduce the rest of the Kingdom to Card1, Card2, Card3, where all that matters is the prices?

Is this card different enough from Fairgrounds?

I guess I just don't see the appeal.  It seems like a card where you have to do a lot of work and in the end it's just worth zero.  Or, your opponent ignores it and it's a 3-cost Copper worth 13 VP.  How do its supporters see it playing?  What is the fun part that you all want to preserve?

Ooh, good point about putting away unique cards from the Black market.  Hadn't thought of that.  Hmm, OK, let's see.  In the case where Plot is in the kingdom, that just becomes a strong combo that players have to seriously consider.  Can another strategy run fast enough to beat the BM Plot points?  I don't think that in itself is broken -- yeah it means that you very well may have to try to get Secret Plots, but there are other cards like that.  Ignore Witch or Wharf at your peril.  Or more relevant, ignore Duke at your peril (a fair amount of time).  Yeah, I don't think that's actually a problem.  It might be, but I'm not convinced of it.  Consider -- let's say you win the Secret Plot split 6/2.  That's a generous supposition; if the combo is strong, it's more likely to split 5/3 or 4/4.  But OK, you've got 6 of them.  Now you try to milk the BM deck.  First, you have to spend a buy on something from the BM.  Then, in a subsequent shuffle, you have to line up that card with a Secret Plot.  Then you have to forego playing that card (which could be strong) so that you can push it onto you mat (at the same time letting others pseudo-trash something).  And for all that effort, you get 6VP.  I think that it will have been earned at that point.

And for the case where you've got Secret Plot from the BM and you can just stack your mat with more cards from the BM deck, that just seems like a weaker Monument. 

I expect the cards are hidden so as to be... intriguing. ;)  On knowing whether you are winning -- yeah, this variable VP can do that.  But it's not the only card that does it.  Masquerade can do it, with VP card passing.  And plenty of other alt VP cards can make it difficult to figure out unless you are working hard to track everyone's decks (IRL, I'm sometimes not sure even playing with just base VP).

I'm not saying that I think the card is awesome.  It's just that it sounds like you are calling it extremely powerful when I think it is actually weaker.  I don't see it playing as a major VP card.  The main thing for me is that it lets everybody Island things away on play, and I expect that this is generally better for opponents than for the Plotter.  I'll generally be happy if you spend $3 on a Copper just to help me trim my deck down.  I think pretty often I'll be able to leverage that into building a strong engine that can take down bigger VP before you can make your Plot(s) worth much at all.

I wasn't sure if I was going to vote for it before, but I'm liking the discussion on it enough that I think I will.  I do think that it fits well with Intrigue -- choices about what to put away on the mat, hybrid VP, combos with Ironworks and, most importantly, Scout.

Gonna look back on the list to see what else I'll vote up.
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GendoIkari

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #92 on: October 18, 2013, 04:29:39 pm »
+4

Quote
Logothete
Types: Action
Cost: $4
+2 Actions. Reveal your hand. +1 Card and +$1 per Victory card revealed. Reveal your hand again and put all the revealed Victory cards at the bottom of your deck in any order.

That's a pretty stiff penalty!  And not much of a benefit.  Would this ever be good if there weren't Great Halls/Nobles/Harems on the board?

Who in their right mind would make a $4 action that's not good unless Great Halls/Nobles/Harems are on the board?!
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markusin

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #93 on: October 18, 2013, 04:32:16 pm »
+2

I like the new polling system a lot. It's not only easier to submit ballots, but knowing that there will be a second round makes me more generous with my vote. I had to vote now because I'll be out of town for the weekend.
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eHalcyon

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #94 on: October 18, 2013, 05:00:52 pm »
0

OK, these are the ones I'd like to discuss more, so these are the ones I'm voting for now.

Quote
Landlord
Types: Action – Victory
Cost: $5
+2 Cards. You may discard a Victory card. If you do, +1 Action.

Worth 1 VP per empty Supply pile.

I think counting empty supply piles is neat.

Quote
Architect
Types: Action
Cost: $6
+1 Action. +$2.

While this is in play, when an Action Card (including this) would give you any amount of $, you may draw that many cards instead.

As I said before, I'm not sure if it's too crazy or just the right amount of crazy.  Would like to hear others' thoughts.

Quote
Overseer
Types: Action
Cost: $4
Put a marker on an empty District of the Overseer Mat. If you put it on the…
Residential District, +1 Card and +2 Actions
Craftsmen's District, +3 Cards
Commercial District, +1 Card, +1 Action, and +$1
Industrial District, gain a card costing up to $4
Logging District, +1 Buy and +$2
If four districts of the mat have a marker, remove all the markers.

Rules Clarification: There is one communal Overseer mat, split into the five districts.

The concept seems solid to me.  This is a high level concept such that I would be tolerant of much more in the way of tweaks.  The card I have in mind says, "Put a marker on an empty District of the Overseer Mat and get its bonus.  If X districts of the mat are occupied, remove all the markers."  I think that wording is necessary because the current wall of text won't fit on a card.  The specific Districts could end up very different from the ones listed in the entry, and there could even be duplicates of some of them.

As a whole, perhaps this concept is too different from regular Dominion.  But it does sound very interesting to me.

Quote
Tiller
Types: Action
Cost: $4
Trash a card from your hand. The player to your left chooses a card in the Supply costing at least $2 more than the trashed card. Gain it.

After WW's point of how one might cleverly use it to force an Expand, I think this warrants another look.  Still not sure about it.

Quote
Hidden Passage
Types: Action
Cost: $3
+1 Card. +1 Action. You may trash a card from your hand. Each other player may reveal the top 2 cards of his deck. If he does, he trashes one and discards the other.

Now that it's a cantrip, this is more interesting.  Cantrip trashing is powerful, but it gives opponents a benefit that is potentially even better (but also potentially worse).

Quote
Secret Plot
Types: Treasure – Victory
Cost: $3
Worth $1. When you play this, each player may set aside a card face down on his Secret Plot mat. You may look at the cards on your mat at any time; reveal them and return them to your deck at the end of the game.

Worth 1 VP for each differently-named card on your mat that no other player has a copy of on his mat.

Discussed above.  After discussion, it looks more interesting to me now than it did before.
« Last Edit: October 18, 2013, 05:38:43 pm by eHalcyon »
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Robz888

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #95 on: October 18, 2013, 05:17:17 pm »
+1

Quote
Logothete
Types: Action
Cost: $4
+2 Actions. Reveal your hand. +1 Card and +$1 per Victory card revealed. Reveal your hand again and put all the revealed Victory cards at the bottom of your deck in any order.

Pretty cool. Combos with some neat stuff, like Crossroad, and Scout, obvs. Hard to know how strong it is, but neat enough.

Quote
Cold Iron
Types: Treasure – Attack – Victory – Reaction
Cost: $4
Worth $1. When you play this, each other player with 5 or more cards in hand draws a card then puts cards from his hand on top of his deck until he has 4 cards in hand.

Worth 1 VP. When another player plays an Attack card, you may discard this from your hand. If you do, gain a Silver, putting it into your hand, and you are not affected by the Attack.

Too much going on. Lot of it feels tacked on. And I don't really want more handsize decreasing attacks.

Quote
Sphinx (A)
Types: Action – Attack
Cost: $4
+1 Card. +1 Action. If this is the first time you played a Sphinx this turn, each other player guesses how many Action cards you will play this turn. At the end of your Action phase, each player who guessed incorrectly gains a Curse.

Clarification: The players guess in turn order.

I think this just won't work at all in practice, and it's weird... it's not really very Dominiony.

Quote
Sphinx (B)
Types: Action
Cost: $3
Choose one: +3 Cards and discard a card that is not a Victory cards (or reveal a hand of all Victory cards); or +$3 and cards cost $1 more this turn; or trash 3 cards from your hand and gain a card costing $0.

This is okay, just fine.

Quote
Paladin
Types: Action – Attack – Victory
Cost: $4
+1 Action. Choose one: Each player (including you) with 4 or more cards in hand discards a card; or each player (including you) draws until he has 4 cards in hand.

Worth 1 VP for every 4 Attack cards in your deck (rounded down).

I actually like the VP per attack aspect, but man I just don't want more discard attacks. So it's really a shame about the top. I wish the attack was something else, maybe something really weak, and then I would like this card.

Quote
Landlord
Types: Action – Victory
Cost: $5
+2 Cards. You may discard a Victory card. If you do, +1 Action.

Worth 1 VP per empty Supply pile.

People really like this card, huh? It's kind of cool, and it pushes the three pile ending. It's a Lab if you can discard Victory cards, and you can just discard other copies of it, and it's always at least an Estate but sometimes more. Actually I really like that it gives you an incentive to try to empty extra piles when you end the game. Okay, maybe I really like this after all.

Quote
Dance
Types: Action – Attack – Reaction
Cost: $4
Choose one: Each player (including you) puts a card from his hand on top of his deck; or each player puts his deck into his discard pile.

When another player shuffles, you may reveal and discard this from your hand. If you do, +2 Cards.

Really weak, just not interesting.

Quote
Quartermaster
Types: Action – Attack
Cost: $3
+$2. Discard a card. Each other player with 4 or more cards in hand discards a card that shares a type with and costs more than the card you discarded (or reveal a hand with no such card).

Look, I'm never going to vote for a discard attack. Moving on...

Quote
Concerto
Types: Action
Cost: $3
+1 Action. Look through your discard pile. You may reveal a card from it and put it on the bottom of your deck. If it is an… Action card, +1 Action; Treasure card, +$1; Victory card, +1 Card.

That's fine, but probably too weak for $3. But what do you want to put on the bottom of your deck? You would make Actions and treasures miss reshuffles, and Victory cards you would draw sooner? Actually, eh, this is probably just not up to par.

Quote
Architect (A)
Types: Action
Cost: $6
+1 Action. +$2.

While this is in play, when an Action Card (including this) would give you any amount of $, you may draw that many cards instead.

This is great, I really like this. I like how expensive it is, I think that's important for a card like this. So it combos with Action cards that give you a lot of coin, which is pretty neat synergy. I'm not sure it's particularly Intriguey, that's probably it's main downside.

Quote
Acropolis
Types: Action
Cost: $5
When you play this, +1 Card per unused action you have (Action, not Action card). +2 Actions.

If you have 1 action left when you play this, this card is Lab. If you have 2, it's Level 2 City. If you have zero, then it's necropolis. You know, I think it's probably too strong, because it has a crazy amount of self-comboing. Interesting, but imbalanced.

Quote
Prefecture
Types: Action – Victory
Cost: $5
Reveal cards from your deck until you reveal a Victory card. If you do, put it and one other revealed card into your hand. Discard the rest.

Worth 2 VP.

It gives you one card you really want, but it's a terminal 2VP. I think this is just quite weak for its price, perhaps any price.

Quote
Nabob
Types: Action – Attack
Cost: $5
+2 Cards. Trash a card from your hand. Choose one: Gain a card costing up to $2 more than the trashed card; or each other player gains a card costing up to the cost of the trashed card.

Too strong.
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KingZog3

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #96 on: October 18, 2013, 05:26:50 pm »
0

OK, these are the ones I'd like to discuss more, so these are the ones I'm voting for now.

Quote
Landlord
Types: Action – Victory
Cost: $5
+2 Cards. You may discard a Victory card. If you do, +1 Action.

Worth 1 VP per empty Supply pile.

I think counting empty supply piles is neat.

I voted for this one too. Might need adjusting if it's too strong, but I don't think it is. It ride on the fact that some cards are popular, and it would be fun in Cursing/Ruins games, which I like since those games are usually not the most fun.

Quote
Architect
Types: Action
Cost: $6
+1 Action. +$2.

While this is in play, when an Action Card (including this) would give you any amount of $, you may draw that many cards instead.

As I said before, I'm not sure if it's too crazy or just the right amount of crazy.  Would like to hear others' thoughts.

I'm on the side that it's too crazy. I like the idea, but it just makes some cards way too good I think. I mentioned Festival that becomes +2card+2actoins+1buy. Yes you need to hit $6 and line them up, but it's not that hard to pull that off with money giving action cards.

Quote
Overseer
Types: Action
Cost: $4
Put a marker on an empty District of the Overseer Mat. If you put it on the…
Residential District, +1 Card and +2 Actions
Craftsmen's District, +3 Cards
Commercial District, +1 Card, +1 Action, and +$1
Industrial District, gain a card costing up to $4
Logging District, +1 Buy and +$2
If four districts of the mat have a marker, remove all the markers.

Rules Clarification: There is one communal Overseer mat, split into the five districts.

The concept seems solid to me.  This is a high level concept such that I would be tolerant of much more in the way of tweaks.  The card I have in mind says, "Put a marker on an empty District of the Overseer Mat and get its bonus.  If X districts of the mat are occupied, remove all the markers."  I think that wording is necessary because the current wall of text won't fit on a card.  The specific Districts could end up very different from the ones listed in the entry, and there could even be duplicates of some of them.

As a whole, perhaps this concept is too different from regular Dominion.  But it does sound very interesting to me.

I just don't like this card. All the choices are simple, it's too political (I'll buy it just so my opponent can't use it as a village as often, ot my choice will change depending on what my opponents need). And I how will it scale with many players? With 5 players or 6 it's pretty good for the first player. Even in 4 player games, being 4th means you get almost no choice, while the first player gets a cheap BoM. Besides all this it's not Dominony, and I find it overly complex and texty for such a bunch of choices that I hardly have to think about. And as WW pointed out, the choice all need to be worse than $4. Otherwise this is almost strictly better than all those cards.

Quote
Tiller
Types: Action
Cost: $4
Trash a card from your hand. The player to your left chooses a card in the Supply costing at least $2 more than the trashed card. Gain it.

After Warwick's point of how one might cleverly use it to force an Expand, I think this warrants another look.  Still not sure about it.

I voted for this one too. It's maybe not perfect now, but the idea is cool. Feels like a Remodel mixed with Contraband.

Quote
Hidden Passage
Types: Action
Cost: $3
+1 Card. +1 Action. You may trash a card from your hand. Each other player may reveal the top 2 cards of his deck. If he does, he trashes one and discards the other.

Now that it's a cantrip, this is more interesting.  Cantrip trashing is powerful, but it gives opponents a benefit that is potentially even better (but also potentially worse).

It is much better with the cantrip. I was so confused before when it was awful for you, but great for them. Still doesn't do much for me. Simple trasher that only feels mildly Intriguey.

Quote
Secret Plot
Types: Treasure – Victory
Cost: $3
Worth $1. When you play this, each player may set aside a card face down on his Secret Plot mat. You may look at the cards on your mat at any time; reveal them and return them to your deck at the end of the game.

Worth 1 VP for each differently-named card on your mat that no other player has a copy of on his mat.

Discussed above.  After discussion, it looks more interesting to me now than it did before.

I still don't like it. It's political and just makes me feel like I'll be wasting all my cards. And it gives my opponents free trashing when I play it. Even if you can pump it up, I can just put a few actions at the end of the game to lower your score, and my deck will be trim enough to buy loads of Provinces...I dunno, I'm just rambling about the card, but I'm not into it.
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eHalcyon

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #97 on: October 18, 2013, 05:43:37 pm »
0

Quote
Acropolis
Types: Action
Cost: $5
When you play this, +1 Card per unused action you have (Action, not Action card). +2 Actions.

If you have 1 action left when you play this, this card is Lab. If you have 2, it's Level 2 City. If you have zero, then it's necropolis. You know, I think it's probably too strong, because it has a crazy amount of self-comboing. Interesting, but imbalanced.

You're reading something wrong, or you're counting wrong.  Or maybe both.  It always gives +2 Actions, so never a Lab.  It only gives +2 actions after the +cards, so if you only have 1 action left, this is just a Necropolis.  It does have powerful self-comboing, but it starts off really weak.  It combos better with other villages, FV in particular.






I just noticed a typo in my earlier post.  WanderingWinder --> WW --> Warwick.  Oops.  And I haven't played lol in months.
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markusin

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #98 on: October 18, 2013, 06:26:38 pm »
0

Quote
Legate
Types: Action
Cost: $4
+1 Action. +$1. Each player (including you) reveals the top 3 cards of his deck and puts one of them (your choice) in his hand, then puts the rest back on top in an order he chooses.
Yeah, this should probably be an attack (anti-Haven effect when combined with a discard attack). Otherwise, I like the card.

I think(?) multiple people have said this, but... how?  Legate doesn't make opponents discard.  It doesn't even discard cards from the top of their deck.  Even combined with a discard attack, you really just made the attack weaker.  You give me a sixth card?  Either you gave me junk and I discard that (effectively cycling it from my deck) or you give me a good card and I get to keep that and discard something else.  I don't understand what "anti-Haven" is even supposed to mean.  This is basically a weaker version of the Council Room penalty, where everyone gets to draw a card, except instead of a random [average] card, you get something a little worse than average.  And of course, each player also gets info about the top of their deck so they can set up Wishing Well or Mystic or even just cantrip draw.
Extreme case: You see that the other player has two treasure maps in the revealed 3 cards. You force them to draw one of the treasure maps. Hence "anti-Haven", but "Reverse-Haven" is probably a better term.

Still, as you explained, that's not such a problem, really. Reading it again, the bonus your opponent gets probably outweights the benefit you get from a peddler with better draw.


@dghunter -- Secret Plot seems like it would be weaker if it came from the Black Market.

Yes, but when they're both in the Kingdom, doesn't the game then descend into joylessly buying all the cards in the Black Market, and then putting them on the Secret Plot mats?

Secret Plot would also be the only Dominion card that makes it impossible to know if you're winning.  Is that the appeal of it to the card's supporters?  Why do the cards need to be kept hidden.

Also, what is a good Secret Plot board?  I guess if there's a super dominant strategy on the board.  Other than that, doesn't it just reduce the rest of the Kingdom to Card1, Card2, Card3, where all that matters is the prices?

Is this card different enough from Fairgrounds?

I guess I just don't see the appeal.  It seems like a card where you have to do a lot of work and in the end it's just worth zero.  Or, your opponent ignores it and it's a 3-cost Copper worth 13 VP.  How do its supporters see it playing?  What is the fun part that you all want to preserve?

Ooh, good point about putting away unique cards from the Black market.  Hadn't thought of that.  Hmm, OK, let's see.  In the case where Plot is in the kingdom, that just becomes a strong combo that players have to seriously consider.  Can another strategy run fast enough to beat the BM Plot points?  I don't think that in itself is broken -- yeah it means that you very well may have to try to get Secret Plots, but there are other cards like that.  Ignore Witch or Wharf at your peril.  Or more relevant, ignore Duke at your peril (a fair amount of time).  Yeah, I don't think that's actually a problem.  It might be, but I'm not convinced of it.  Consider -- let's say you win the Secret Plot split 6/2.  That's a generous supposition; if the combo is strong, it's more likely to split 5/3 or 4/4.  But OK, you've got 6 of them.  Now you try to milk the BM deck.  First, you have to spend a buy on something from the BM.  Then, in a subsequent shuffle, you have to line up that card with a Secret Plot.  Then you have to forego playing that card (which could be strong) so that you can push it onto you mat (at the same time letting others pseudo-trash something).  And for all that effort, you get 6VP.  I think that it will have been earned at that point.

And for the case where you've got Secret Plot from the BM and you can just stack your mat with more cards from the BM deck, that just seems like a weaker Monument. 

I expect the cards are hidden so as to be... intriguing. ;)  On knowing whether you are winning -- yeah, this variable VP can do that.  But it's not the only card that does it.  Masquerade can do it, with VP card passing.  And plenty of other alt VP cards can make it difficult to figure out unless you are working hard to track everyone's decks (IRL, I'm sometimes not sure even playing with just base VP).

I'm not saying that I think the card is awesome.  It's just that it sounds like you are calling it extremely powerful when I think it is actually weaker.  I don't see it playing as a major VP card.  The main thing for me is that it lets everybody Island things away on play, and I expect that this is generally better for opponents than for the Plotter.  I'll generally be happy if you spend $3 on a Copper just to help me trim my deck down.  I think pretty often I'll be able to leverage that into building a strong engine that can take down bigger VP before you can make your Plot(s) worth much at all.

I wasn't sure if I was going to vote for it before, but I'm liking the discussion on it enough that I think I will.  I do think that it fits well with Intrigue -- choices about what to put away on the mat, hybrid VP, combos with Ironworks and, most importantly, Scout.

Gonna look back on the list to see what else I'll vote up.
I wouldn't worry too much about Black Market. That's one card out of over 200, and it's still not nearly as powerful a combo as Hermit/Market Square. And anyway, the other players can still put their own BM purchases onto their mat when you play this. So, it all comes down to the split, but at $3 it's far from inaccessible.

Personally, I like the whole thing about not knowing whose winning. The physical game of Dominion forbids point tracking, anyway.
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ta56636

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #99 on: October 18, 2013, 06:29:55 pm »
0

Quote
Prefecture
Types: Action – Victory
Cost: $5
Reveal cards from your deck until you reveal a Victory card. If you do, put it and one other revealed card into your hand. Discard the rest.

Worth 2 VP.

It gives you one card you really want, but it's a terminal 2VP. I think this is just quite weak for its price, perhaps any price.

[/quote]

I was originally excited by this idea, but think it would need something like +1 Action.  Then it becomes a 1/2 lab 1/2 sage and seems much less interesting...
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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #100 on: October 18, 2013, 07:26:59 pm »
+1

First half:

Quote
Logothete
Types: Action
Cost: $4
+2 Actions. Reveal your hand. +1 Card and +$1 per Victory card revealed. Reveal your hand again and put all the revealed Victory cards at the bottom of your deck in any order.

Too weak i think. Discarding them is fine to avoid using the same victory card several times, but putting them at the bottom is a harsh penalty.


Quote
Cold Iron
Types: Treasure – Attack – Victory – Reaction
Cost: $4
Worth $1. When you play this, each other player with 5 or more cards in hand draws a card then puts cards from his hand on top of his deck until he has 4 cards in hand.

Worth 1 VP. When another player plays an Attack card, you may discard this from your hand. If you do, gain a Silver, putting it into your hand, and you are not affected by the Attack.

I guess the treasure, attack and reaction parts kind of interact, but i can't shake the feeling that victory was just tacked on to make this more intrigue-y...
I like that whoever did this chose a treasure-attack that doesn't stack, but other than that the attack isn't really interesting.


Quote
Sphinx (A)
Types: Action – Attack
Cost: $4
+1 Card. +1 Action. If this is the first time you played a Sphinx this turn, each other player guesses how many Action cards you will play this turn. At the end of your Action phase, each player who guessed incorrectly gains a Curse.

Clarification: The players guess in turn order.

Somebody said this can be political, and i think it is somehow. If there's only one curse left, say the same number as the guy to your right. Either he gets it, or noone.
Edit: Oh, sure... It's political for the attacker... Umm... Yeah... I got that on my own...

Quote
Sphinx (B)
Types: Action
Cost: $3
Choose one: +3 Cards and discard a card that is not a Victory cards (or reveal a hand of all Victory cards); or +$3 and cards cost $1 more this turn; or trash 3 cards from your hand and gain a card costing $0.

Stewart, of course. I don't see any reason to choose the +3$ option, though. The others seem okay. Not exactly bad.


Quote
Paladin
Types: Action – Attack – Victory
Cost: $4
+1 Action. Choose one: Each player (including you) with 4 or more cards in hand discards a card; or each player (including you) draws until he has 4 cards in hand.

Worth 1 VP for every 4 Attack cards in your deck (rounded down).

A bit weak, especially if there are no other attacks. I'd maybe try it as a Village instead of the victory points (but possibly that's just me being lazy at judging it's strength as a victory)... A Village had the benefit that you could play Paladin, then a +2$ attack, and then paladin again to draw, though.


Quote
Landlord
Types: Action – Victory
Cost: $5
+2 Cards. You may discard a Victory card. If you do, +1 Action.

Worth 1 VP per empty Supply pile.

Y u no science name? Kind of like it, but i feel it might be too weak. Maybe "+3 cards. Discard a card. If it is a Victory card: +1 Action"


Quote
Dance
Types: Action – Attack – Reaction
Cost: $4
Choose one: Each player (including you) puts a card from his hand on top of his deck; or each player puts his deck into his discard pile.

When another player shuffles, you may reveal and discard this from your hand. If you do, +2 Cards.

It's possible to pin somebody with this, and i don't like that of course. Assuming you give this a "with 4 or more cards in hand", the attack is interesting, but a bit... odd. Also i'd like to say there's no benefit to yourself, but then again the reaction synergizes very well with the attack. I'm not sure i like how much psychology is in the card, though. A non-beneficial Militia that gives others a Chancellor effect is... weak. A militia that tricks opponents into discarding a good card is... mean. I'd probably enable players to do the second option on top of the first. I really like the reaction-attack synergy about this one.


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Quartermaster
Types: Action – Attack
Cost: $3
+$2. Discard a card. Each other player with 4 or more cards in hand discards a card that shares a type with and costs more than the card you discarded (or reveal a hand with no such card).

This is either a terminal +2$, discard an Estate and maybe hit a Nobles. Well, that's weak. Or it's a Silver/Gold/etc.-Cutpurse that only gives +1$ (when you discard a Copper). For 3$? Hmm... I think that's too mean. So: You double-open this, use it to discard Coppers, and if you draw them both at the same time, discard one for the other to make your opponents discard a 4$, or maybe even 5$ action? I'm not a fan, mostly because it's swingy.


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Concerto
Types: Action
Cost: $3
+1 Action. Look through your discard pile. You may reveal a card from it and put it on the bottom of your deck. If it is an… Action card, +1 Action; Treasure card, +$1; Victory card, +1 Card.

It seems this is best if you use it to store good Treasures at the bottom of your deck, but it's also pretty nice with Victory-hybrids. I guess it really likes Harem. I think 2$ is really enough for this, though. If you made this 2$ and called it "Sultan" or "Vizier" (going with Intrigue's aristocracy theme), it would definately get my voice ;)


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Architect (A)
Types: Action
Cost: $6
+1 Action. +$2.

While this is in play, when an Action Card (including this) would give you any amount of $, you may draw that many cards instead.

I guess it's not assumed to stack, at least if i interpret "instead" correctly. Would probably need a rewording for that, though. It's too weak, then. If it stacks, it's very, very strong.


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Acropolis
Types: Action
Cost: $5
When you play this, +1 Card per unused action you have (Action, not Action card). +2 Actions.

Nice name. On it's own, the first one is a Necropolis, the second a Village, the third a level 2 city... Seems okay. Now assume you have cheaper Villages, like FV or maybe Crossroads... Amazing. It's funny how you have to become a Village idiot for this to be really good. I guess it's not half as good as it seems on first glance, but i like it.


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Prefecture
Types: Action – Victory
Cost: $5
Reveal cards from your deck until you reveal a Victory card. If you do, put it and one other revealed card into your hand. Discard the rest.

Worth 2 VP.

So, the more of these you get, the worse they are. Hmm... At worst this means putting the top card of your deck in your hand. At best this can draw the best card in your deck. Probably it's usually the best of about 6, maybe. I don't really think i'd buy it.


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Nabob
Types: Action – Attack
Cost: $5
+2 Cards. Trash a card from your hand. Choose one: Gain a card costing up to $2 more than the trashed card; or each other player gains a card costing up to the cost of the trashed card.

Very strong. As a Remodel that also gives +2 Cards, the first option is worth 5$ on it's own, i think. The second is basically a Copper junking Witch that also trashes. I'm not sure whether i like it.


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Courtier
Types: Action – Attack
Cost: $4
You may gain a Duchy. If you didn't, gain a Silver. Each other player may gain an Estate. If he didn't, he gains a Copper.

Let's compare this to Marauder: Donald planned to let it gain Silvers, so i assume the Silver gain is fair. Choosing between a Copper (which is better than most of the Ruins) and a Victory card is a weaker attack than it. As you can also choose another nice option yourself, i guess it's balanced. I'm not sure it really interests me that much and plays differently enough from Marauder, though.


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Monastery
Types: Action
Cost: $4
Gain a card costing up to $6. For each $1 over $4 it costs, each other player may choose one: he trashes a card from his hand; he gains up to 2 Coppers, putting them into his hand; he discards his hand and draws 5 cards.

Interesting. Don't like the name, though.


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Lawyer
Types: Action
Cost: $5
+$2. Reveal the top card of your deck. If you reveal a Victory card, discard it and gain an Action card costing up to $5. Otherwise, put the card back and gain an Action card costing up to $3.

I guess you'd not buy this if there are only bad actions for 3$ or less. If there are, every card you gain still decreases the chance of hitting an action (unless there's Great Hall). I guess the +2$ kind of makes up for this, but i'm not sure i see the strategy that goes with it.


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Lord
Types: Action – Victory
Cost: $4
Reveal your hand. If you revealed a Treasure card, a Victory card, and an Action card (each separate cards), then +$3. Otherwise, +$1.

Worth 1 VP.

I'm not sure why it have to be seperate cards. No Intrigue card does that, and Intrigue's where the hybrids come from. I guess it's necessary to nerf the card because it's a Victory itself, but i'm not convinced it needs to be one.


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Bailey
Types: Action – Victory
Cost: $4
Do this three times: Choose one: +1 Action; or discard a Victory card, and +$2 if you did.

Worth 1 VP.

Yeah, self-synergy, i get it... I don't think this has to be a Victory card, though. As it's almost certainly a buyless Festival at the start of the game, it's allready pretty strong for 4$. Given it offers a choice and therefore is good with both actions and victories (though probably better in a victory slog than in an engine, other than Festival), i'd say it definitely has to lose the VP.


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Wall
Types: Action – Reaction
Cost: $4
Choose two: Look at the top card of your deck and discard it or put it back; or gain a card costing up to $3; or trash a card from your hand. (The choices must be different.)

When another player plays an Attack card, you may reveal this from your hand. If you do, you may discard any number of cards from your hand. At the start of your next turn, draw that many cards.

I don't like how it needs you to remember the number of cards discarded. I recommend setting them aside and discarding them at the start of your next turn to avoid that. Other than that, this is a nice defense against discard attacks and a free Cellar that also helps against junkers (especially nice when a Witch helps you filtering after the Curses ran out). The action part is not exactly compelling as is to me, though, because the first option is so much worse than the last. Maybe limit what you can trash? Also is this the Wall a certain jack leans on? The options seem kind of familiar...


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Overseer
Types: Action
Cost: $4
Put a marker on an empty District of the Overseer Mat. If you put it on the…
Residential District, +1 Card and +2 Actions
Craftsmen's District, +3 Cards
Commercial District, +1 Card, +1 Action, and +$1
Industrial District, gain a card costing up to $4
Logging District, +1 Buy and +$2
If four districts of the mat have a marker, remove all the markers.

Rules Clarification: There is one communal Overseer mat, split into the five districts.

This seems like it's a hommage to something i don't know... It's very complicated and i can allready imagine being the guy who has to start over putting the first marker (token?) on that damned mat after the unholy person to my right emptied it. And then have him do that again. And again. And after the fourth time i see myself standing up, shouting, throwing my cards on the table and screaming "DAMNED SH*T, SCREW YOU ALL! I SAID LET'S NOT PLAY WITH THAT GOD-DAMNED CARD!!!"

I misread. Actually this is quite interesting. I still think that there might be situations where one person has the worst position several times in a row, though.



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Shrine
Types: Action – Victory
Cost: $5
+1 Action. Choose one: trash a card from your hand; or +1 Card.

Worth 2 VP.

Not bad. Not bad at all. I like the name and how this manages to be rather simple and still interesting. It's probably stronger than i get right now.


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Committee
Types: Action
Cost: $5
+$2. The player to your left names a card. Reveal the top 4 cards of your deck and choose one that is not the named card. Trash it or gain a copy of it. Put the untrashed cards back in any order.

I think this compares too favourably with Explorer which is usually +2$, gain a Silver. This can gain better cards, and while it never gives +3$, it can trash unwanted cards. Explorer isn't a power card, so i guess it can be justified.


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Taylor-Compton
Types: Action – Victory
Cost: $5
+1 Card. +1 Action. Discard any number of Victory cards. +$1 per card discarded.

Worth 1 VP.

So this is a Great Hall with a built-in Secret Chamber (for Victory cards exclusively)... I don't think it's good enough.


Will do the second half tomorrow.

Edit: Just saw the poll closes the day after tomorrow... I shall make haste, then.
« Last Edit: October 20, 2013, 04:51:09 pm by Asper »
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dghunter79

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #101 on: October 18, 2013, 08:16:24 pm »
+1

I wouldn't worry too much about Black Market. That's one card out of over 200, and it's still not nearly as powerful a combo as Hermit/Market Square. And anyway, the other players can still put their own BM purchases onto their mat when you play this. So, it all comes down to the split, but at $3 it's far from inaccessible.

Personally, I like the whole thing about not knowing whose winning. The physical game of Dominion forbids point tracking, anyway.

Yes, they can put their own purchases onto their mats on your turn, though they wouldn't do that unless they had already bought into Secret Plots as well, which I assume both players would do when Black Market and Plot are both on the board. 

As you say, the game will come down to the Secret Plot-split, which, if you lose, you are done, the game is over, because all the Plots will be worth a bajillion points.  So, on 4-3, open two Plots, and then buy them on turn 3 and 4, and then Black Markets.  If you open 5-2 against 4-3, you will probably lose the split, and the game.  Wouldn't 5-2 against 4-3 on a board with Plot and Black Market be the new worst opening in the game?

If both players open Plot-Plot-Plot-Plot, and get the even split, the "game" of buying Black Markets, and then draining all 25, or 50, or 200 cards out of the Black Market begins.  This sounds like a long game, it doesn't seem fun, and it doesn't feel like Dominion.  My guess is, this combo turns the game into such an endless boring slog that it would be banned at most tables.

Yeah, Black Market is only one out of 200 cards, but it's SUCH a bad combo.

I'm not arguing that Secret Plot is bad because it's over-powered, exactly.  Obviously, it is a terrible card for any purpose other than buying all the other cards, and putting them on the mat.  Because of the huge benefit it gives opponents, it is unbuyable for any other purpose.  If you are buying it for VP, there are probably other combos that can outrace it.  And if not, it can be easily countered by another player playing the same strategy.  As I've been saying, a frequent outcome is that both players will put in a lot of work, and then the card will be worth zero points.

What I'm trying to explain is that the card doesn't work.  More importantly, I don't see what's so fun about it that you guys are willing to ignore its significant drawbacks.  The fun part of it is already done by Fairgrounds.  If I understood what there even was to like about the card, what a "Secret Plot game" felt like in your heads, I could maybe suggest how the card could be unbroken.

SirPeebles

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #102 on: October 18, 2013, 08:40:29 pm »
0

Quote
Overseer
Types: Action
Cost: $4
Put a marker on an empty District of the Overseer Mat. If you put it on the…
Residential District, +1 Card and +2 Actions
Craftsmen's District, +3 Cards
Commercial District, +1 Card, +1 Action, and +$1
Industrial District, gain a card costing up to $4
Logging District, +1 Buy and +$2
If four districts of the mat have a marker, remove all the markers.

Rules Clarification: There is one communal Overseer mat, split into the five districts.

I haven't had time yet to carefully read through the cards, but this one stood out as being really long.  Since it has a mat, I think the text could be simplified a ton by putting the bulk of this text onto the mat itself.  Here's a simplified card:

Quote
Overseer
Types: Action
Cost: $4
Put a marker on an empty District of the Overseer Mat and receive that district's bonus. If four districts of the mat have a marker, remove all the markers.



Rules Clarification: There is one communal Overseer mat, split into the five districts with the following titles and bonuses:
Residential District, +1 Card and +2 Actions
Craftsmen's District, +3 Cards
Commercial District, +1 Card, +1 Action, and +$1
Industrial District, gain a card costing up to $4
Logging District, +1 Buy and +$2
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Asper

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #103 on: October 18, 2013, 09:24:04 pm »
0

Second half:

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Usurer
Types: Action – Attack
Cost: $5
Discard any number of cards. Choose one: +$1 per card discarded; or each other player discards until he has the same number of cards in hand as you.

Too easy to do a pin with, especially as it produces virtual money, too. Draw your deck with two actions remaining, discard 8 cards with your Usurer and then the rest with another, Ta-Dah... I guess you can set a minimum to which they discard, but i feel there hasn't been much thought for this card. Sorry.


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Dungeon
Types: Action – Victory
Cost: $5
+1 Action. Trash up to 3 cards from your hand.

Worth 1 VP per $ in the cost of the cheapest card in your deck (in Coins).

Interesting idea. Finally a trashing Victory-Action. Its victory part interacts differently with the trashing than i would have made such a card do, but i like the idea nonetheless. The fact that it costs 5$ makes sure it doesn't become worth ridiculous amounts, too. I'm still not so sure whether it isn't too good, though, because in games without junkers, it can easily become a Duchy+ for 5$, and in such with junkers, it's almost a nonterminal Chapel. Hmm... I like the idea, though, and i'll definitely consider voting for it.


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Majordomo
Types: Action
Cost: $4
+1 Action. Discard a card. If it is a… Victory card, +1 Card; Treasure card, +2 Cards; Action card, +3 Cards.

I learn new words every day. So of course i expected a Tribute effect, and, surprise, i didn't get it. I see this is really nice with hybrids, other than that i guess it's pretty engine-friendly. It's not comparable to Stables because the Treasure option is much worse, but it's more flexible. Discarding one of colliding terminals for 3 cards seems nice. Really, this is one where i'll have to look what others think...


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Wedding
Types: Action – Attack
Cost: $5
+1 Action. You may trash up to 2 cards from your hand. If you trashed exactly 1 card, each other player discards down to 3 cards in hand. If you trashed exactly 2 cards, each other player gains a Curse.

Very strong and reminds me of Mercenary, Witch and Militia all at once. I think it compares too favourably to Witch, which is allready a very strong 5$. Also i think the "may" is unnecessary, but that's just wording.


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Liege
Types: Action – Attack
Cost: $5
+2 Cards. Each other player discards a Victory card (or reveals a hand with no Victory cards). If any player discards a card this way, play this again.

Who-ha. An anti-intrigue-attack in that it only really harms the enemy if he goes for hybrids (which you obviously wouldn't like to do on a Liege board...). In other words this gives you +2 Cards per Victory card in the hand of the player with the most victory cards in hand. I think the concept has something, but i really don't like that person who plays this directly after you will likely get "+2 cards" for a 5$ action card. The first player advantage makes it pretty unfair... Hm... I do guess it balances out if Lieges are constantly played... Still, being the second in a row to play this would just be frustrating. It really is an interesting idea - a one-card engine that relies on your opponents playing victory-strategies. Still the first player advantage bothers me much.


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Traitor
Types: Action – Attack
Cost: $4
+$1. Choose one: Name a card costing up to $3 and each other player with 5 or more cards in hand discards a copy of the named card (or reveals a hand without it); or, choose an Attack card from your hand and play it twice.

If you have good attacks, this is better than Throne Room. But that's okay. What i don't like is that the second copy of this you play will certainly hit at least one opponent, and that this hit will even be a political one. I like the name the most about this.


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Homestead
Types: Action – Victory
Cost: $4
+2 Actions. Reveal cards from the top of your deck unti you reveal a Victory card. Put that card into your hand and discard the rest.

Worth 1 VP.

It's interesting how often i see cards here that seem to have a VP tacked on and then surprise me with something that actually synergizes (or at least seems to do without playtesting). So this is a Village which is worth a VP but draws a dead card - unless you have many of them, in which case they might just draw each other. A clever idea. I like it. And i don't easily like Villages. (Nice name, by the way).


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Observatory
Types: Action
Cost: $3
+1 Action. Reveal the top 3 cards of your deck. If you revealed a Victory card, put all the revealed cards into your hand. Otherwise, discard them.

The missing fourth card is the only thing (besides some crude edge cases) that keeps this from being strictly better than Scout. Now Scout is horrible, we know, so the question is, is this interesting? I guess it's okay. Comparable to Menagerie to some extend.


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Tiller
Types: Action
Cost: $4
Trash a card from your hand. The player to your left chooses a card in the Supply costing at least $2 more than the trashed card. Gain it.

I read somebody explaining how this is usually worse than Remodel until you trash a 5$, where your opponent most of the time won't be able to choose a 7$ and has to give you a Province. Clever. Can't say anything against it. I'm not so certain the name fits, especially as this is part of the remodel family and should rather be called "Refurbish" or whatever...


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Architect (B)
Types: Action
Cost: $5
Trash a card from your hand. Choose one: gain a card costing up to $2 more than the trashed card, which you may put on top of your deck; or +2 Buys and +$ equal to the trashed card's cost in Coins.

So either topdecking Remodel (mediocre costed cards) or Salvager + 1 Buy (expensive cards). Still doesn't really work good for Copper or Curses. I'm not convinced this adds enough to the game...


Quote
Groundskeeper
Types: Action
Cost: $5
+1 Card. +$1. Discard a card. Choose one: set aside up to 3 cards from your discard pile, discarding them after your next reshuffle; or shuffle your discard pile and put it at the bottom of your deck.

Setting aside cards untill your next reshuffle seems a bit to "nautic" for Intrigue, if you know what i mean. I get that the two choices synergize, because you are trying to set aside bad cards and then put your discard pile under your deck to prolong the time till your next reshuffle. As you put them under your deck, you also can't simply play the same few cards over and over (Pearl Diver doesn't count as "simple" here). It's a clever idea, though i feel the set-aside really belongs to Seaside more. With simplified Vanilla bonuses i'd vote for it there (if this card was in the first Seaside contest, forgive me. I couldn't vote nor really look at cards there and also didn't vote for my own card).


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Heir
Types: Victory
Cost: $4
At the end of the game, choose one: Trash an Estate from your deck and this is worth 1 VP per Estate in your deck; or trash 2 Curses from your deck and this is worth 2 VP; or trash 3 Coppers from your deck and this is worth 3 VP if you have no Treasures in your deck.

Ah, Donalds idea of cards that do something at the end of the game. I guess this doesn't have problems, as long as you assume reactions don't work at the end of the game. I just think it's too many ideas in one card.


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Mob
Types: Action – Attack
Cost: $5
The player to your left reveals his hand. Choose one of the revealed cards costing up to $6. Either gain a copy of it or each other player gains a copy of it, your choice.

Works, i guess. Though i would be very worried every time i have a Province in hand during a game with this and Highway... :-/


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Nouveau Riche
Types: Action
Cost: $4
You may discard an Estate. If you do, +3 Cards. You may discard a Duchy. If you do, +$2. You may discard a Victory card. If you do, +1 Action.

Clarification: It should be clear from the wording here, but you don't choose between these three options. You choose whether or not to do each in order.

Ah, i see where the name comes from. I can allready imagine Duke and Baron frowning at the upstage who interacts with their Estates and Duchies... It's not as complicated as i first thought, and it fits Intrigue. I like it.


Quote
Hidden Passage
Types: Action
Cost: $3
+1 Card. +1 Action. You may trash a card from your hand. Each other player may reveal the top 2 cards of his deck. If he does, he trashes one and discards the other.

EDIT: Added +1 Card and +1 Action.

Too good. My Artefact was like this and was too strong at 2$ as much as at 3$, and that card even waited for another reshuffle before it entered the discard pile. Of course this gives others a benefit on play, but the benefit is so risky i'm sure it won't do enough.


Quote
Legate
Types: Action
Cost: $4
+1 Action. +$1. Each player (including you) reveals the top 3 cards of his deck and puts one of them (your choice) in his hand, then puts the rest back on top in an order he chooses.

Okay, this is a Peddler that draws the best card among the top three of your deck, but also gives each other player a card... I think it's too weak, especially as even if you always give them the worst of three, that will still mean they keep two good cards on top. It synergizes with Thief or Saboteur, but the additional card is still too much of a drawback.


Quote
Secret Plot
Types: Treasure – Victory
Cost: $3
Worth $1. When you play this, each player may set aside a card face down on his Secret Plot mat. You may look at the cards on your mat at any time; reveal them and return them to your deck at the end of the game.

Worth 1 VP for each differently-named card on your mat that no other player has a copy of on his mat.

Needs "from his hand", of course. I guess this card will have an interesting VP curve depending on how long the game takes. I'm pretty sure it will be worst if the game takes too long or too short. Other than that the concept seems a bit similar to Fairgrounds. And also one Victory point per card seems awfully much, to be honest. Then again, it's likely that cards like Copper or Estates will be put there by most players... Hm... It's interesting, but i'm not conviced i'd like playing with it.


Quote
Castellan
Types: Action – Attack
Cost: $5
Do the following three things in any order; you get the version in parentheses: Each player draws until he has 5 (6) cards in hand; each player discards down to 3 (3) cards in hand; each player trashes up to 1 (2) cards from his hand.

I see the ordering of the steps makes sense, and i guess this card is often enough beneficial to others. I like that other than Governor this is terminal. I'm not sure what to say beyond that, maybe that i like the name.


Quote
Inquisitor
Types: Action – Attack
Cost: $5
+$2. Each other player may discard any number of cards. Choose one: Each other player gains a Curse for each card in hand over 3; or each other player trashes a card from his hand and draws until he has 3 cards in hand.

I don't like the forced trashing from the hand, and how political the card is. I guess that whatever you choose to do, you just can't please an Inquisitor...


Quote
Narcissist
Types: Action
Cost: $4
You may reveal then discard any number of differently-named cards. For each card discarded this way, if it is an… Action card, +2 Actions; Treasure card, +$2; Victory card, +2 Cards.

I did something similar to this some time ago, but this looks better than my idea. Whoever made this is in the bad position that the card is at a bad position, too. In other words, i'm a bit tired of reading and have to force myself to type.


Quote
Ironworker
Types: Action
Cost: $2
Discard a card. If it is an… Action card, +3 Actions; Treasure card, +$3; Victory card, +3 Cards.

Seems pretty neat. Maybe i'm overestimating it.


Quote
Warden
Types: Action
Cost: $6
+1 Action. Choose two in any order: Draw until you have 6 cards in hand; play an Action card from your hand; trash a card from your hand and gain a card costing up to $2 more, putting it on top of your deck. (The choices must be different.)

A lot happens here and i'm not sure what it's supposed to amount to. Also playing another card in the middle of another card seems ugly.


Quote
Cannoneer
Types: Action – Attack
Cost: $5
+2 Cards. +$1. Each other player with at least 5 cards in hand reveals one of them. He either discards it and gains a copy of it or he trashes it, your choice.

Too strong. If a player reveals a Copper, you Copper-junked and Cutpursed him at the same time, which is arguably as nasty as cursing him. if he reveals a good card, you also stole it from his hand and made him trash it, which is even worse. The only card he wouldn't mind to discard would be a Curse, and i guess you can see that this remaining option is also better than Witch because you get +1$. Even without it, i'm really not fond of the trash-from-hand mechanic.


Quote
Visiting Dignitary
Types: Action
Cost: $4
+1 Action. Trash this. Gain a Visiting Dignitary and a Victory card costing up to $6.
[/quote]

Why does it trash itself? Hm... I can only assume it's to make sure you can play only up to 10 of them... It also makes sure it's not in play, but that's minor stuff. I'm not sure whether it's interesting enough out of games with Nobles or Harem, though.
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Asper

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #104 on: October 18, 2013, 09:30:48 pm »
+1

As you say, the game will come down to the Secret Plot-split, which, if you lose, you are done, the game is over, because all the Plots will be worth a bajillion points.  So, on 4-3, open two Plots, and then buy them on turn 3 and 4, and then Black Markets.  If you open 5-2 against 4-3, you will probably lose the split, and the game.  Wouldn't 5-2 against 4-3 on a board with Plot and Black Market be the new worst opening in the game?

Here's a revised version which adresses this injustice:

Secret Plot
Blablabla Secret Plot Mat Blablabla
----
Setup: Add Chapel and Mountebank to the kingdom.
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eHalcyon

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #105 on: October 19, 2013, 01:53:52 am »
0

I wouldn't worry too much about Black Market. That's one card out of over 200, and it's still not nearly as powerful a combo as Hermit/Market Square. And anyway, the other players can still put their own BM purchases onto their mat when you play this. So, it all comes down to the split, but at $3 it's far from inaccessible.

Personally, I like the whole thing about not knowing whose winning. The physical game of Dominion forbids point tracking, anyway.

Yes, they can put their own purchases onto their mats on your turn, though they wouldn't do that unless they had already bought into Secret Plots as well, which I assume both players would do when Black Market and Plot are both on the board. 

As you say, the game will come down to the Secret Plot-split, which, if you lose, you are done, the game is over, because all the Plots will be worth a bajillion points.  So, on 4-3, open two Plots, and then buy them on turn 3 and 4, and then Black Markets.  If you open 5-2 against 4-3, you will probably lose the split, and the game.  Wouldn't 5-2 against 4-3 on a board with Plot and Black Market be the new worst opening in the game?

If both players open Plot-Plot-Plot-Plot, and get the even split, the "game" of buying Black Markets, and then draining all 25, or 50, or 200 cards out of the Black Market begins.  This sounds like a long game, it doesn't seem fun, and it doesn't feel like Dominion.  My guess is, this combo turns the game into such an endless boring slog that it would be banned at most tables.

Yeah, Black Market is only one out of 200 cards, but it's SUCH a bad combo.

I'm not arguing that Secret Plot is bad because it's over-powered, exactly.  Obviously, it is a terrible card for any purpose other than buying all the other cards, and putting them on the mat.  Because of the huge benefit it gives opponents, it is unbuyable for any other purpose.  If you are buying it for VP, there are probably other combos that can outrace it.  And if not, it can be easily countered by another player playing the same strategy.  As I've been saying, a frequent outcome is that both players will put in a lot of work, and then the card will be worth zero points.

What I'm trying to explain is that the card doesn't work.  More importantly, I don't see what's so fun about it that you guys are willing to ignore its significant drawbacks.  The fun part of it is already done by Fairgrounds.  If I understood what there even was to like about the card, what a "Secret Plot game" felt like in your heads, I could maybe suggest how the card could be unbroken.

You keep saying that in some situation, Secret Plots "will be worth a bajillion points".  How?  Did you consider my example at all?  I said, suppose you win the split 6-2, which is generous.  To get a Province worth of points, you still need to buy a card from the BM, reshuffle, then put the purchase onto the mat.  It's a fair amount of work and the player who loses the split can still win out on Provinces because he's not spending time buying action cards to not use them.  I just not convinced that the game with BM would go the way you are saying.  If it is truly problematic, there is probably a way of phrasing it to only use Supply cards.

You speak of significant drawbacks, but I'm not seeing them.  I see some minor drawbacks in that it's probably weak most of the time, with a possible fun mini-game of trying to outguess the other players in hiding the right cards on your mat.  Bishop has a similar interaction with others and it is still playable, but it's also not dominating (most of the time).  I think Secret Plot would be similar, but a little weaker.  I think the mind game of "what to put on the mat" is interesting.

As for that bad opening split -- well, if it's such an issue, it could just be $4.  Then you also still get tricks with Ironworks/Ironmonger.  Meh.
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dghunter79

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #106 on: October 19, 2013, 04:51:07 am »
+1

Did you consider my example at all?  I said, suppose you win the split 6-2, which is generous.  To get a Province worth of points, you still need to buy a card from the BM, reshuffle, then put the purchase onto the mat...

I see some minor drawbacks in that it's probably weak most of the time, with a possible fun mini-game of trying to outguess the other players in hiding the right cards on your mat.

If you win the split 6-2, I need my Secret Plots to be worth 8 more than yours before you buy all the Provinces.  Considering that you spent two turns buying Plots, and that they are likely to be worth 0, I think it should be pretty easy most of the time.

I'm sure the card could be fixed, although I think it's at least a few steps away.  But I don't get what this emergent mini-game is supposed to be like.  There's only two reasons to buy Secret Plots.  Either for VP, in which case you just want to put all the cards you can on the mat.  Or to deny them to another player.  But what would there ever be to outguess?

dghunter79

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #107 on: October 19, 2013, 05:34:11 am »
0

Quote
Overseer
Types: Action
Cost: $4
Put a marker on an empty District of the Overseer Mat. If you put it on the…
Residential District, +1 Card and +2 Actions
Craftsmen's District, +3 Cards
Commercial District, +1 Card, +1 Action, and +$1
Industrial District, gain a card costing up to $4
Logging District, +1 Buy and +$2
If four districts of the mat have a marker, remove all the markers.

Rules Clarification: There is one communal Overseer mat, split into the five districts.
[/quote]

There's a lot of text.  But it's very clean and easy to understand.  I do like the idea of putting the text on the mat itself.  Hey, why not.  We're already through the looking-glass.

Some people have wondered if the options all need to be 3-cost cards.  Why?  Some of them are going to be better than others, that's inevitable.  Village will be the most coveted spot on some boards.  On other boards, Woodcutter.  It's part of the gameplay that some slots can be better than others -- even much better.  Just like some Kingdom cards are much better than others.

The card does come with 1p advantage, like a lot of cards.  But I don't think it will be a problem that one player will always get the first choice in each cycle.  This is mostly an engine card, and in good engines, both players will get to play through several cycles on each of their turns.  In that case the game would be to try and leave, say, a single token on only the Woodcutter, to make it more difficult for your opponent to get two buys out of the card.

But even in cases where you can't play a lot of actions, you'll always be able to play at least two Overseers in one turn.  So, if, say, Smithy is the power-slot, it could go P1-Smithy, P2- Village AND Workshop, P1-Woodcutter, clear, P2-Smithy.  I don't think it would be a problem, the gameplay falling into a pattern so that P1 ALWAYS gets to choose first.

I'm smitten.  I hope this card wasn't developed by one of my enemies!

XerxesPraelor

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #108 on: October 19, 2013, 09:09:42 am »
+1

I didn't get as much done as I would have liked to, but I wrote up Logothete, Lord, and Groundskeeper, (chosen pretty randomly) and simulated some basic strategies for them.

Lord: I couldn't find a simple way of making this work. I tried pairing it up with village and Harem, but even with those it lost versus SmithyBM every simulation.
Here's what I used: (feel free to make something better)
Code: [Select]
The playing-with of LHV is {Copper, Silver, Harem, Estate, Duchy, Province, Lord, Village}.
The play-values of LHV is {0, 0, 0, 0, 0, 0, 2, 1}.
The buy-values of LHV is {0, 2, 8, 0, 0, 10, 4, 3}.
The treasure-values of LHV is {1, 2, 3, 0, 0, 0, 0, 0}.
The hand-values of LHV is {1, 3, 4, 0, 0, 0, 5, 5}.
A changesomething rule for LHV:
if the totalcards of Lord is greater than 4:
now entry 7 of the buy-values of LHV is 0;
if the in-supply of Province is less than 5:
now entry 5 of the buy-values of LHV is 2;
if the in-supply of Province is less than 3:
now entry 5 of the buy-values of LHV is 8;
now entry 4 of the buy-values of LHV is 4.
On the other hand, if I simply gave it +1 Action and paired it up with Woodcutter, it does much better (70% win rate against SmithyBM). Since it wants actions in the hand, giving it +1 Action would probably be good.

Logothete was easier to make a program for. I tried a simple strategy with smithy and tunnel and it did nicely, but not brokenly. Given the results, logothete seems pretty balanced.

Groundskeeper was a big pain to program in, but once I got it I decided to try out variations, because vanilla bonuses are super easy to tweak. I noticed lots of people were suggesting simpler bonuses, so I tried some of those. Making it +$2, +2 Cards, or +1 Card +$1 made it win versus BigMoneySmithy without help, and I'm not sure it should do that well, making it only +$1 or +1 Card made it lose against plain BM, which is kind of pitiful but better. The easiest way of simplifying it is to make it +1 Card and be able to semi-trash any number of cards. It's swingier, but sometimes swingy cards are fun. (point in case, tournament) I like the current vanilla bonuses, though, personally.
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Gveoniz

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #109 on: October 19, 2013, 09:46:23 am »
0

Logothete was easier to make a program for. I tried a simple strategy with smithy and tunnel and it did nicely, but not brokenly. Given the results, logothete seems pretty balanced.

May I ask how do it works with tunnel though? Is it just for the VP? As Logothete(and smithy) does not discard anything.

Quote
Logothete
Types: Action
Cost: $4
+2 Actions. Reveal your hand. +1 Card and +$1 per Victory card revealed. Reveal your hand again and put all the revealed Victory cards at the bottom of your deck in any order.

XerxesPraelor

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #110 on: October 19, 2013, 10:18:21 am »
0

Oh, oops. I had it discarding. THat will be changed. It'll probably be much weaker, I imagine.
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XerxesPraelor

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #111 on: October 19, 2013, 11:27:04 am »
0

I changed it, paired it with chancellor, and it got a 2-8 versus BMSmithy.
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GendoIkari

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #112 on: October 19, 2013, 12:47:53 pm »
0


Quote
Concerto
Types: Action
Cost: $3
+1 Action. Look through your discard pile. You may reveal a card from it and put it on the bottom of your deck. If it is an… Action card, +1 Action; Treasure card, +$1; Victory card, +1 Card.

That's fine, but probably too weak for $3. But what do you want to put on the bottom of your deck? You would make Actions and treasures miss reshuffles, and Victory cards you would draw sooner? Actually, eh, this is probably just not up to par.

I think you're mistaken. Putting your good cards on the bottom of your deck, from your discard pile, doesn't really make them miss the reshuffle. In practice what it really means is that you'll get them at the very start of the next shuffle; just slightly before that. So while they technically miss the next shuffle, you get to play them the same number of times, if not more, because you're playing them twice this shuffle.
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soulnet

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #113 on: October 19, 2013, 01:06:02 pm »
0

I think you're mistaken. Putting your good cards on the bottom of your deck, from your discard pile, doesn't really make them miss the reshuffle. In practice what it really means is that you'll get them at the very start of the next shuffle; just slightly before that. So while they technically miss the next shuffle, you get to play them the same number of times, if not more, because you're playing them twice this shuffle.

Clashing dead cards togethers combos pretty nicely with diggers. Most prominently Farming Village, Venture and Golem, but I guess Hunting Party may work too. It would be hard to manage it properly without your good actions missing reshuffles, but it seems like it may work. The reward does not seem incredibly exciting, though, it does not even stack like Crossroads do.
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eHalcyon

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #114 on: October 19, 2013, 09:01:41 pm »
0

Did you consider my example at all?  I said, suppose you win the split 6-2, which is generous.  To get a Province worth of points, you still need to buy a card from the BM, reshuffle, then put the purchase onto the mat...

I see some minor drawbacks in that it's probably weak most of the time, with a possible fun mini-game of trying to outguess the other players in hiding the right cards on your mat.

If you win the split 6-2, I need my Secret Plots to be worth 8 more than yours before you buy all the Provinces.  Considering that you spent two turns buying Plots, and that they are likely to be worth 0, I think it should be pretty easy most of the time.

I'm sure the card could be fixed, although I think it's at least a few steps away.  But I don't get what this emergent mini-game is supposed to be like.  There's only two reasons to buy Secret Plots.  Either for VP, in which case you just want to put all the cards you can on the mat.  Or to deny them to another player.  But what would there ever be to outguess?

You need to spend 6 buys on Secret Plots, 8 buys with Black Market (which will take multiple shuffles), and then you need to align them with the Plots to put them away.  All this time, you have given me free pseudo-trashing for my engine.  I really don't think it's as clear cut as you are making it out to be.

I see it mainly as a pseudo-trasher that you can maybe use to sneak a few extra points out.  Maybe your opponent trashed away their Shelters so you try to sneak them onto your mat for some extra points.  Maybe you put a Silver on your mat.  Maybe you don't, and you hope that your opponent wastefully puts one on theirs in an attempt to deny you.  I think the BM interaction is exceptional, but not broken.  If BM-SP is the dominant strategy, you're not going to win the split that hard.  Then maybe it's a bit boring, but no more than many other situations that already exist with official cards and I don't think it would be a common situation.
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GendoIkari

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #115 on: October 19, 2013, 10:33:35 pm »
0

Did you consider my example at all?  I said, suppose you win the split 6-2, which is generous.  To get a Province worth of points, you still need to buy a card from the BM, reshuffle, then put the purchase onto the mat...

I see some minor drawbacks in that it's probably weak most of the time, with a possible fun mini-game of trying to outguess the other players in hiding the right cards on your mat.

If you win the split 6-2, I need my Secret Plots to be worth 8 more than yours before you buy all the Provinces.  Considering that you spent two turns buying Plots, and that they are likely to be worth 0, I think it should be pretty easy most of the time.

I'm sure the card could be fixed, although I think it's at least a few steps away.  But I don't get what this emergent mini-game is supposed to be like.  There's only two reasons to buy Secret Plots.  Either for VP, in which case you just want to put all the cards you can on the mat.  Or to deny them to another player.  But what would there ever be to outguess?

You need to spend 6 buys on Secret Plots, 8 buys with Black Market (which will take multiple shuffles), and then you need to align them with the Plots to put them away.  All this time, you have given me free pseudo-trashing for my engine.  I really don't think it's as clear cut as you are making it out to be.

I see it mainly as a pseudo-trasher that you can maybe use to sneak a few extra points out.  Maybe your opponent trashed away their Shelters so you try to sneak them onto your mat for some extra points.  Maybe you put a Silver on your mat.  Maybe you don't, and you hope that your opponent wastefully puts one on theirs in an attempt to deny you.  I think the BM interaction is exceptional, but not broken.  If BM-SP is the dominant strategy, you're not going to win the split that hard.  Then maybe it's a bit boring, but no more than many other situations that already exist with official cards and I don't think it would be a common situation.

You don't need to spend 8 buys on black market though do you? Buying a card from the black market doesn't use a buy. Even though it's a virtual buy, it's not like it was a buy you could have used on silver or whatever other kingdom card you wanted.
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Fragasnap

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #116 on: October 20, 2013, 06:31:39 pm »
+1

Favorites:
Quote
Quartermaster
Types: Action – Attack
Cost: $3
+$2. Discard a card. Each other player with 4 or more cards in hand discards a card that shares a type with and costs more than the card you discarded (or reveal a hand with no such card).
This takes a lot of words to get across but is pretty clear. Seems mildly vanilla and it's a pretty brutal Attack, both of which make it feel very Intrigue. I think the Attack is too swingy though: One player discards a Silver, another discards a Gold.

Quote
Concerto
Types: Action
Cost: $3
+1 Action. Look through your discard pile. You may reveal a card from it and put it on the bottom of your deck. If it is an… Action card, +1 Action; Treasure card, +$1; Victory card, +1 Card.
The vanilla bonuses really obfuscate the coolest part of this card: Stacking the bottom of the deck. This provides a neat little decision and combos with dual-types. I'd like to see the bonuses rotated since most of the cards worth stacking on the deck are Actions.

Quote
Prefecture
Types: Action – Victory
Cost: $5
Reveal cards from your deck until you reveal a Victory card. If you do, put it and one other revealed card into your hand. Discard the rest.

Worth 2 VP.
+2 cards is really weak and this ascertains that one of the cards is a Victory card... but being a Victory card itself, drawing a Prefecture and the best of 4 or 5 cards sounds pretty cool, even if it would choke hard on other green.


The rest:
If you like or made a card, you can find it.

Logothete: I don't like the huge drawback. I also don't like that it's a splitter because that doesn't seem like it should be the primary purpose of the card.
Cold Iron: No idea why this has so many types. Does it really need all of these?
Sphinx (A): I think the idea is just fruity enough to work, but the penalty for guessing wrongly is too big to make this such a weird card.
Sphinx (B): Less interesting Count.
Paladin: I'm not really sure what a Paladin deck should feel like. I'd rather its sifting be a bit stronger than this to help the player of it actually make the Attacks as Victory points thing work. I don't think this feels very Intrigue.
Landlord: At first I kind of liked this idea, but the optional discard is not really optional: One simply discards if he can and he can use the Action. I think making the discard an actual option would go a long way to making this more interesting, but then it probably wouldn't need the Victory card portion and then it wouldn't be an Intrigue card.
Dance: Assuming the pin was removed I still don't really get this card. You set yourself back too far to make it worth using as a real Attack, and discarding the deck is a good thing until the end of the game, and only really helps other players trigger their Dances. The Reaction is the only reason I'd ever buy this, but even then I don't like that it increases my hand size before my turn, leaving it vulnerable to hand-size Attacks.
Architect (A): I don't like how this changes a vanilla bonus. I don't think it's possible to do that safely without making a card that simply explodes.
Acropolis: Too hard to stack up, too good when it does.
Nabob: This is a non-decision "choose one" card, and Remodel +2 Cards is a card that I think Donald X. said was too strong anyway.
Courtier: Silly powerful. I don't think there's any way to simply let a player gain a Duchy with no drawbacks.
Monastery: Seems pretty cool, but I think gaining Golds might still be too good, even giving two of those benefits to other players.
Lawyer: +$2 Gimped Workshop is not a terrible card in the first place. This can explode and gain $5 Actions in a way that is extremely unlikely. I don't like the swing.
Lord: In order to get the +$3, you have to have an Action you aren't using and a useless Victory card. If it gave more coins, I think it would feel too much like Baron.
Bailey: According to Donald X., discarding Victory cards for $2 is pretty powerful. This can give a bunch of Actions and discard all your Victory cards.
The wording seems very academic: technically correct, but confusing to the layman.
Wall: I do like this reaction (though, it probably should set the cards aside and discard them at the start of your turn so we don't lose count), and the light counter to different Attacks for the Action is nice, but it ultimately feels too crowded.
Overseer: This feels like a mechanic that belongs to a Eurogame, not Dominion.
Shrine: Greater Hall. Boring and especially so when set next to Mortuary.
Committee: Too swingy.
Taylor-Compton: Probably okay, but it doesn't feel very Intrigue or very clever.
Usurer:Probably too much for the times you can use it to pin players and win with virtual coin.
Dungeon: This is interesting, but it enables itself too much. It would be easy to make this a Duchy and quite possibly even a 5VP card.
Majordomo: Weak and can't really be fixed without stepping on Stables.
Wedding: Non-terminal trashing from hand seems like a theme to this contest. Trashing for different Attacks is not very compelling, really.
Liege: This severely punishes players who aim for alternate Victory strategies. No go.
Traitor: Too political: To make a name-a-card Attack work there needs to be a real drawback for getting it wrong.
Homestead: Similar idea to Prefecture, but Prefecture feels much more like Intrigue because of the choice. This draws the next Victory card which could be a Homestead to work as a splitter for you, but it also makes players feel bad when they discard their Gold with it.
Observatory: I still like this card from when I saw it on the forums earlier. I think this is too swingy for me to favor it over other cards that feel more like Intrigue cards.
Tiller: Being able to upgrade $5 cards into Provinces is one of the biggest steps-up Remodel can have. I can't see this working with any sort of alteration.
Architect (B): The choice between Remodel+ and Salvager+ doesn't strike me as an interesting one.
Groundskeeper: I'm not sure this is worth a full $5. Pseudo-trashing 3 cards feels a lot more like Dark Ages than Intrigue.
Heir: Great choice Victory card, but I'm confused to the timing. Do I get to count my deck first? Ultimately I won't vote for this one since it's too hard to min-max the score and would take forever to resolve because of that. I can't really see a way to make the choices still interesting and easy to count.
Mob: Seems like a more consistent but worse Jester.
Nouveau Riche: This is somewhat fiddly, but probably okay. I don't think this adds a lot to a deck or particular strategy.
Hidden Passage: Cantrip trashing is covered really well by Junk Dealer.
Legate: It seems like this would take frustratingly long to resolve and would provide too much of a benefit for other players. Even if you don't give them the good card on top of their decks, they still clump up on top of their decks.
Secret Plot: I don't want mats for Intrigue. I do feel like this is bad on most boards, but far too awesome with Black Market.
Castellan: Doing all three sounds frustrating.
Inquisitor: Sounds painful, but the trashing could be worked with in most instances. There are too many mind games and politics in this card for me.
Narcissist; Ironworker: This kind of card needs to have its benefits rotated since discarding Actions for Actions is not such a great idea.
Warden: Playing an Action card from hand gives this convoluted stack problems.
Cannoneer: I've always liked this sort of pick-your-poison sort of thing. This ultimately looks mostly like Copper junking I'm afraid.
Visiting Dignitary: A self depleting one-shot that empties the Duchy pile for you. Probably makes the game too much of a rush.
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yuma

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #117 on: October 21, 2013, 03:18:05 pm »
0

Overseer (12 votes) and Landlord (11 votes) performed the best it appears:

Quote
Overseer
Types: Action
Cost: $4
Put a marker on an empty District of the Overseer Mat. If you put it on the…
Residential District, +1 Card and +2 Actions
Craftsmen's District, +3 Cards
Commercial District, +1 Card, +1 Action, and +$1
Industrial District, gain a card costing up to $4
Logging District, +1 Buy and +$2
If four districts of the mat have a marker, remove all the markers.

Rules Clarification: There is one communal Overseer mat, split into the five districts.

Quote
Landlord
Types: Action – Victory
Cost: $5
+2 Cards. You may discard a Victory card. If you do, +1 Action.

Worth 1 VP per empty Supply pile.

With one card, Prefecture, at 9 votes and a handful at 8 votes.

But still only 30 unique voters?
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KingZog3

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #118 on: October 21, 2013, 03:53:14 pm »
+1

I don't know why Overseer go so many votes. I'm not so fond of it, mainly because I find it's a bit too much going on for one card, as well as the choices all being rather boring.
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Robz888

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #119 on: October 21, 2013, 03:57:40 pm »
+1

I forgot to vote. Deadline seemed super fast!

I HATE Overseer, especially for Intrigue, but oh well.
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cluckyb

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #120 on: October 21, 2013, 04:01:09 pm »
0

I don't know why Overseer go so many votes. I'm not so fond of it, mainly because I find it's a bit too much going on for one card, as well as the choices all being rather boring.

It seems pretty divisive. Some people love it, others hate it.

Also remember that we're voting more based on ideas than exact implementations. While it isn't the most complete card, I think people are excited about the possibilities for how it could be tweaked.
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Asper

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #121 on: October 21, 2013, 04:36:59 pm »
+1

I don't know why Overseer go so many votes. I'm not so fond of it, mainly because I find it's a bit too much going on for one card, as well as the choices all being rather boring.

It seems pretty divisive. Some people love it, others hate it.

Also remember that we're voting more based on ideas than exact implementations. While it isn't the most complete card, I think people are excited about the possibilities for how it could be tweaked.

I think it doesn't fit in Intrigue, it's more like a Promo. I hope whoever did Overseer doesn't take this against him, but i'm really disappointed :-/
But maybe that's also because i had my hopes high for my own card this time :(
*sigh*
I didn't vote for any of the top cards, either.
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SirPeebles

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #122 on: October 21, 2013, 05:17:26 pm »
0

I didn't know the deadline was today.  The ballot just went up on Thursday.
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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #123 on: October 21, 2013, 05:19:11 pm »
0

I didn't know the deadline was today.  The ballot just went up on Thursday.

Yeah! This was just way too fast. LFN?
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cluckyb

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #124 on: October 21, 2013, 05:26:09 pm »
0

I didn't know the deadline was today.  The ballot just went up on Thursday.

I think it was probably to give us time to start voting on the leaders. Its not like the deadline wasn't posted.

Do we know how many cards advance to the next round of voting?

Still think my favorite is Prefecture. It might need to get bumped down to 1 VP just because of how good it can be without any other green in your deck, but its just a really cool mechanic.
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Nic

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #125 on: October 21, 2013, 06:03:40 pm »
+3

I don't know why Overseer go so many votes. I'm not so fond of it, mainly because I find it's a bit too much going on for one card, as well as the choices all being rather boring.

It seems pretty divisive. Some people love it, others hate it.

Also remember that we're voting more based on ideas than exact implementations. While it isn't the most complete card, I think people are excited about the possibilities for how it could be tweaked.
   It's a complete card and well thought out, and I don't think it would be a good idea to try and spice it up. I think the main problem is that it's not on theme. Having a communal board where you're vying for control in order to make your cards better could be fun, but mechanically it's more like a different boardgame than any Dominion expansion. It's not adding a new card to the list of Dominion fan cards, it's adding a whole new component to the game of Dominion which will only interact with one card out of 200. Coin tokens would be the only analogue for this in the official expansions: every other component is just an organizational tool or a visual reminder of something that your card did for you.
The card is interesting and provokes a competitive interaction without giving the first player too much of an advantage, and the author is going to get plenty of upvotes next week. I just don't feel it's right for the contest.


   If you don't want to look through the list to figure out what the finalists are, here they are. LFN said the top 5-10 cards would make the cut, which means the threshold is most likely eight votes.

Quote
Overseer - 12 (5.9%)
Types: Action
Cost: $4
Put a marker on an empty District of the Overseer Mat. If you put it on the…
Residential District, +1 Card and +2 Actions
Craftsmen's District, +3 Cards
Commercial District, +1 Card, +1 Action, and +$1
Industrial District, gain a card costing up to $4
Logging District, +1 Buy and +$2
If four districts of the mat have a marker, remove all the markers.

Rules Clarification: There is one communal Overseer mat, split into the five districts.

Quote
Landlord - 11 (5.4%)
Types: Action – Victory
Cost: $5
+2 Cards. You may discard a Victory card. If you do, +1 Action.

Worth 1 VP per empty Supply pile.
   
Quote
Prefecture - 9 (4.4%)
Types: Action – Victory
Cost: $5
Reveal cards from your deck until you reveal a Victory card. If you do, put it and one other revealed card into your hand. Discard the rest.

Worth 2 VP.

Quote
Monastery - 8 (3.9%)
Types: Action
Cost: $4
Gain a card costing up to $6. For each $1 over $4 it costs, each other player may choose one: he trashes a card from his hand; he gains up to 2 Coppers, putting them into his hand; he discards his hand and draws 5 cards.
   
Quote
Homestead - 8 (3.9%)
Types: Action – Victory
Cost: $4
+2 Actions. Reveal cards from the top of your deck unti you reveal a Victory card. Put that card into your hand and discard the rest.

Worth 1 VP.

Quote
Observatory - 8 (3.9%)
Types: Action
Cost: $3
+1 Action. Reveal the top 3 cards of your deck. If you revealed a Victory card, put all the revealed cards into your hand. Otherwise, discard them.
   
Quote
Nouveau Riche - 8 (3.9%)
Types: Action
Cost: $4
You may discard an Estate. If you do, +3 Cards. You may discard a Duchy. If you do, +$2. You may discard a Victory card. If you do, +1 Action.

Clarification: It should be clear from the wording here, but you don't choose between these three options. You choose whether or not to do each in order.

Quote
Dungeon - 8 (3.9%)
Types: Action – Victory
Cost: $5
+1 Action. Trash up to 3 cards from your hand.

Worth 1 VP per $ in the cost of the cheapest card in your deck (in Coins).
   

If the cutoff is seven votes, then there's three more cards.

Quartermaster
    - 7 (3.4%)
Architect (A)
    - 7 (3.4%)
Acropolis
    - 7 (3.4%)
« Last Edit: October 21, 2013, 06:07:28 pm by Nic »
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SirPeebles

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #126 on: October 21, 2013, 06:12:43 pm »
0

I think it was probably to give us time to start voting on the leaders. Its not like the deadline wasn't posted.

I can't tell if you are being sarcastic or not.  When was the deadline posted?  I just searched through all of LastFootnote's posts here and did a search for "Monday" or "October 21" and didn't find anything.  Was it in another topic?
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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #127 on: October 21, 2013, 06:13:47 pm »
+2

I think it was probably to give us time to start voting on the leaders. Its not like the deadline wasn't posted.

I can't tell if you are being sarcastic or not.  When was the deadline posted?  I just searched through all of LastFootnote's posts here and did a search for "Monday" or "October 21" and didn't find anything.  Was it in another topic?
The clock was on the poll itself.

ChocophileBenj

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #128 on: October 21, 2013, 06:17:31 pm »
0

Well, since I didn't vote, I don't have the right to complain. Congrats !

But I'm still not fan of the winner, sorry.
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cluckyb

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #129 on: October 21, 2013, 06:46:40 pm »
0

So I'm curious people's thoughts on Monastery. It was one of the guys that got 8 that I didn't vote for.

My initial impression is that its too strong -- getting to gain a gold from a 4 is pretty powerful. But maybe the bonus the other guys get balances it out.

The trashing will help early game and mean that if there isn't other trashing on the board getting good cards doesn't really help you much because it just thins the other guy's deck down. With decent trashing of your own, I wouldn't be too worried about playing this though.

Gain copper in hand is always an interesting choice. I think a lot of times unless you're going for a rush it probably isn't worth it. But then again, this is a fairly rush-friendly card, so if both people go Monastery you are helping the other guy out as much as you help yourself.

Hand cycling is also a nice bonus. Around half the time they won't need it, but it helps guarantee their next hand will be nice.

They are all probably on par (if not better than) the 'gain a silver' bonus from Governor, so I guess its reasonable, but it would still be cool if a few people can play a game with it and see how it works.




Homestead I really don't get the love for. Prefecture does the "draw until you find a green" so much better in my mind. This one is just the opposite of a farming village with a +1 VP slapped on. Sure being a victory card itself it might wind up being a +3 or +4 necropolis rather than just +2, but it still strikes me as kinda boring.
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Guy Srinivasan

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #130 on: October 21, 2013, 06:49:21 pm »
0

I voted for 8 cards. Of those, 4 are in the top 8 (and 5 in the top 11).

I voted for these, and here's why:

Quote
Overseer - 12 (5.9%)
Types: Action
Cost: $4
Put a marker on an empty District of the Overseer Mat. If you put it on the…
Residential District, +1 Card and +2 Actions
Craftsmen's District, +3 Cards
Commercial District, +1 Card, +1 Action, and +$1
Industrial District, gain a card costing up to $4
Logging District, +1 Buy and +$2
If four districts of the mat have a marker, remove all the markers.

Rules Clarification: There is one communal Overseer mat, split into the five districts.
This feels like a great idea. Sure it's a different feel than "standard Dominion" but not too different, and all the choices are so vanilla that it should be easy to conceptualize "do I need a Smithy, Woodcutter, or Workshop right now?". Maybe it's too AP inducing. Maybe it has too much early-player advantage. But above all of that it sounds fun in a new way if the issues are worked out or not actually there.

Quote
Prefecture - 9 (4.4%)
Types: Action – Victory
Cost: $5
Reveal cards from your deck until you reveal a Victory card. If you do, put it and one other revealed card into your hand. Discard the rest.

Worth 2 VP.
A Lab. But with downside and upside! And if you have Nobles, it's amazing! And it draws itself. Okay, 2 VP may be too much, make it 1 VP I think. But this seems like a pretty simple twist on a staple card. It really feels like it fits Intrigue.

Quote
Monastery - 8 (3.9%)
Types: Action
Cost: $4
Gain a card costing up to $6. For each $1 over $4 it costs, each other player may choose one: he trashes a card from his hand; he gains up to 2 Coppers, putting them into his hand; he discards his hand and draws 5 cards.
I love Workshop. This is Workshop but you can choose to get something more expensive at a very painful cost. A simple upgrade over a base set card that I enjoy, with choices for you and your opponents. The only problem is that I'm not sure whether it's ever worth gaining a card that costs $5 or $6... unless of course you're grabbing a Duchy. Which might make it too good?
   
Quote
Nouveau Riche - 8 (3.9%)
Types: Action
Cost: $4
You may discard an Estate. If you do, +3 Cards. You may discard a Duchy. If you do, +$2. You may discard a Victory card. If you do, +1 Action.

Clarification: It should be clear from the wording here, but you don't choose between these three options. You choose whether or not to do each in order.
I love being rewarded for early greening. Sloggy games are my favorite. This seems to nicely reward me for picking up Duchies and Estates before my opponents, but I'm worried it's too weak. It does nothing without matching up to an Estate or Duchy.

I didn't vote for these, and here's why:

Quote
Landlord - 11 (5.4%)
Types: Action – Victory
Cost: $5
+2 Cards. You may discard a Victory card. If you do, +1 Action.

Worth 1 VP per empty Supply pile.
I didn't like the idea of an expensive card rewarding 3-piling. I'm not entirely certain why, because as I look at Landlord now I kinda like it.
   
Quote
Homestead - 8 (3.9%)
Types: Action – Victory
Cost: $4
+2 Actions. Reveal cards from the top of your deck until you reveal a Victory card. Put that card into your hand and discard the rest.

Worth 1 VP.
A village that draws me junk? Sounds annoying to play with! No thanks. Okay it could be good with Harem, Nobles, and Homestead. I dunno, just not interesting.

Quote
Observatory - 8 (3.9%)
Types: Action
Cost: $3
+1 Action. Reveal the top 3 cards of your deck. If you revealed a Victory card, put all the revealed cards into your hand. Otherwise, discard them.
I almost voted for this. I didn't because I thought it would feel too swingy and be too disappointing when you hit and got... well, not really the promised 3 cards, because one is bad!, and too disappointing when you missed and discarded good cards.
   
Quote
Dungeon - 8 (3.9%)
Types: Action – Victory
Cost: $5
+1 Action. Trash up to 3 cards from your hand.

Worth 1 VP per $ in the cost of the cheapest card in your deck (in Coins).
Way too swingy. It would be really fun the first few times, I think, but then just silly on too many boards. And its above-the-line effect is too often too good to pass up, so its swinginess wouldn't even be avoidable.
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Showdown35

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #131 on: October 21, 2013, 11:16:00 pm »
0

Am I the only one seeing that the poll is still open? I never saw it close and its telling me I have until the 24th to vote.
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ConMan

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #132 on: October 22, 2013, 12:02:50 am »
0

Am I the only one seeing that the poll is still open? I never saw it close and its telling me I have until the 24th to vote.
Nope, me too. Still thinking about what I want to vote for and it looks like I have a few days left. Did the poll just get changed to public?
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Nic

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #133 on: October 22, 2013, 12:23:37 am »
0

Number of responses has gone up to 32. Sounds like LF granted the lazy folk a reprieve.
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nopawnsintended

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #134 on: October 22, 2013, 09:02:58 am »
0

Number of responses has gone up to 32. Sounds like LF granted the lazy folk a reprieve.

It is ironic that people who don't spend hours on an online forum are called "lazy" here and "busy" in the outside world.

(Just an observation. Not being sarcastic. Don't read anything into my tone.)
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Nic

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #135 on: October 22, 2013, 05:06:27 pm »
0

Number of responses has gone up to 32. Sounds like LF granted the lazy folk a reprieve.

It is ironic that people who don't spend hours on an online forum are called "lazy" here and "busy" in the outside world.
Pshh. We all know what's really important in life.  8)

In other news, Landlord has overtaken Overseer for first place, and Majordomo's gotten some love.
« Last Edit: October 22, 2013, 05:16:58 pm by Nic »
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ConMan

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #136 on: October 22, 2013, 05:59:43 pm »
+1

Number of responses has gone up to 32. Sounds like LF granted the lazy folk a reprieve.

It is ironic that people who don't spend hours on an online forum are called "lazy" here and "busy" in the outside world.
Pshh. We all know what's really important in life.  8)
To crush your enemies, see them driven before you, and hear the lamentation of their women?
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KingZog3

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #137 on: October 22, 2013, 10:25:56 pm »
+3

Number of responses has gone up to 32. Sounds like LF granted the lazy folk a reprieve.

It is ironic that people who don't spend hours on an online forum are called "lazy" here and "busy" in the outside world.
Pshh. We all know what's really important in life.  8)
To crush your enemies, see them driven before you, and hear the lamentation of their women?

I think he was implying that the meaning of life is Settlers of Catan.
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NoMoreFun

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #138 on: October 23, 2013, 03:06:53 am »
0

I only voted for my own card, as I didn't realise I could pick more than one option. I liked quite a few cards and would love the chance to submit a proper vote.

It makes me wonder though; what effect does the new system have on votes? I can "get away with" voting only for myself.
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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #139 on: October 23, 2013, 04:38:52 am »
+1

I only voted for my own card, as I didn't realise I could pick more than one option. I liked quite a few cards and would love the chance to submit a proper vote.

It makes me wonder though; what effect does the new system have on votes? I can "get away with" voting only for myself.
The voting-system has changed to two rounds. The first X cards of the first round get to a round where we chose the winner. That there is a poll has nothing to say. The effect is just that LastFootnote has much less work. And noone could avoid that you only vote for your own card before, so there is no change with this.
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Asper

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #140 on: October 23, 2013, 01:44:07 pm »
+2

Could somebody tell me why people can still vote after the results allready show? This makes it a whole lot easier to manipulate the voting. Also it makes the thing pretty disappointing to those of us who have to see their card dropping. I think my intrigue card was the best i sent in for any of these contests, and it dropped about 0.3% after the initial voting closed... :(

Also the obvious winner is a card that doesn't fit in Intrigue and uses a mat - which was originally forbidden for place reasons (i guess the knights stack, a thing i would like to use, is still not allowed.). Overseer isn't bad, definitely not - but it's as much Intrigue as Ironworks is Cornucopia (probably less).

I'm sorry for being such an ass.
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cluckyb

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #141 on: October 23, 2013, 02:00:19 pm »
0

Could somebody tell me why people can still vote after the results allready show? This makes it a whole lot easier to manipulate the voting. Also it makes the thing pretty disappointing to those of us who have to see their card dropping. I think my intrigue card was the best i sent in for any of these contests, and it dropped about 0.3% after the initial voting closed... :(

Also the obvious winner is a card that doesn't fit in Intrigue and uses a mat - which was originally forbidden for place reasons (i guess the knights stack, a thing i would like to use, is still not allowed.). Overseer isn't bad, definitely not - but it's as much Intrigue as Ironworks is Cornucopia (probably less).

I'm sorry for being such an ass.

When were mats forbidden? I think almost every round has had a card that uses a mat. It certainly seems to fit the "choices" theme of Intrigue.

My guess is that Lastfootnote originally had the poll end Monday, and then switched it to end later after people said they didn't realize it was ending so soon. But based on how the forum system works, everyone can see votes now.
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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #142 on: October 23, 2013, 03:00:44 pm »
+1

Could somebody tell me why people can still vote after the results allready show? This makes it a whole lot easier to manipulate the voting. Also it makes the thing pretty disappointing to those of us who have to see their card dropping. I think my intrigue card was the best i sent in for any of these contests, and it dropped about 0.3% after the initial voting closed... :(

Also the obvious winner is a card that doesn't fit in Intrigue and uses a mat - which was originally forbidden for place reasons (i guess the knights stack, a thing i would like to use, is still not allowed.). Overseer isn't bad, definitely not - but it's as much Intrigue as Ironworks is Cornucopia (probably less).

I'm sorry for being such an ass.

I also really don't like that people can now vote while seeing the results.  I probably would have voted differently if I could have seen others' votes while voting.  Also, it could encourage an awkward situation where everyone wants to wait until the last minute to vote, so that they can maximize the number of votes they can see before voting.

Also, I don't like Overseer.  I don't hate it, but I would really, really rather not have a card that requires a new mat/tokens to win.  Partly the reason for that is that it makes it harder for those who want to print the cards and play with them to do so, but also I think the mat is what makes the card so un-Intriguish.  Intrigue didn't have any tokens or mats, partly because it was sold as a standalone and needed the extra room for base cards, but also because it was the first expansion and therefore the simplest (not counting base set as an expansion).  A card that uses a new mechanic involving tokens and mats (which are used only for that card) doesn't fit in Intrigue at all; it's just too much going on in one card.
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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #143 on: October 23, 2013, 03:17:41 pm »
0

Remember that this is just the initial round of voting to cull the top set of contestants for the final round. Even if people voted a lot for a card (say, Overseer), it could just imply approval, not that it will be a card they vote for in the second round.
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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #144 on: October 23, 2013, 03:19:34 pm »
0

I don't think Overseer needs a mat. Whatever fields are needed to store the tokens, can be printed on the randomizer card.
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eHalcyon

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #145 on: October 23, 2013, 03:24:12 pm »
+1

I don't think Overseer needs a mat. Whatever fields are needed to store the tokens, can be printed on the randomizer card.

No way.  Overseer has so much text that it pretty much has to have a mat.  As it is currently submitted, the card is impossible.  Each of the options would absolutely have to be put onto the mat itself or else it'll require unreadable 4 pt font.

I voted for Overseer because I find it interesting enough to move onto the second voting stage.  I might not vote for it as final winner due to reasons already brought up, but I like it enough for this preliminary round.
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NoMoreFun

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #146 on: October 23, 2013, 06:19:14 pm »
+5

I think Overseer would work best as 5 cards (which is how many spare slots the set will have), with each effect being on one of the cards.

Like this:
Overseer
Action - $4
If there are 4 or more district cards face down, flip them all face up.
Choose a face up district card, follow the instructions on it

Then on each card would be, for example "+3 cards, flip this card face down"
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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #147 on: October 23, 2013, 06:28:47 pm »
0

I think Overseer would work best as 5 cards (which is how many spare slots the set will have), with each effect being on one of the cards.

Like this:
Overseer
Action - $4
If there are 4 or more district cards face down, flip them all face up.
Choose a face up district card, follow the instructions on it

Then on each card would be, for example "+3 cards, flip this card face down"

How does this take less space than a mat?
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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #148 on: October 23, 2013, 06:54:03 pm »
+1

I think Overseer would work best as 5 cards (which is how many spare slots the set will have), with each effect being on one of the cards.

Like this:
Overseer
Action - $4
If there are 4 or more district cards face down, flip them all face up.
Choose a face up district card, follow the instructions on it

Then on each card would be, for example "+3 cards, flip this card face down"

How does this take less space than a mat?

Cards actually do take up less room than mats or boards which don't fold well.  That's a nice idea, but it does put a limit on the number of Victory cards we can have, right?
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Nic

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #149 on: October 23, 2013, 07:16:56 pm »
0

I think Overseer would work best as 5 cards (which is how many spare slots the set will have), with each effect being on one of the cards.

Like this:
Overseer
Action - $4
If there are 4 or more district cards face down, flip them all face up.
Choose a face up district card, follow the instructions on it

Then on each card would be, for example "+3 cards, flip this card face down"

"Setup: Lay the randomizers for Village, Smithy, Workshop, Peddler, and Woodcutter in the center of the board. These are the District cards."

I think you already know where to go from here   ;D
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soulnet

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #150 on: October 23, 2013, 07:20:20 pm »
0

"Setup: Lay the randomizers for Village, Smithy, Workshop, Peddler, and Woodcutter in the center of the board. These are the District cards."

I think you already know where to go from here   ;D

This would require owning Base and Prosperity, which is probably not ok for an Intrigue-themed Treasure Chest card.
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dghunter79

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #151 on: October 23, 2013, 08:30:29 pm »
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Also, I don't like Overseer[...]  I don't hate it, but I would really, really rather not have a card that requires a new mat/tokens to win.  Partly the reason for that is that it makes it harder for those who want to print the cards and play with them to do so[...]

You can make the mat out of pencil and paper without much effort.

If two cards were both good, and one of them didn't have a mat, or was more "Intrigue-y," then, yeah I could see choosing the card that fit in better.  But picking an inferior card because Overseer uses a mat -- that seems counter-productive.  The card should be fun.  That should be the priority.

And in my opinion, Overseer is just clearly several levels up from all the other cards in terms of gameplay. 

Landlord is fine, but not really there yet.  The bottom idea is cute, but the top part doesn't match it.  And "Worth 1 VP for each empty Supply Pile" might be fun -- but not that often.  It's probably kind of boring most of the time.

Showdown35

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #152 on: October 23, 2013, 10:51:17 pm »
+2

All this talk about seeing the voting results before submitting a vote...

 I have not voted yet, and I can't see the results (other than the results that others have posted).  The poll at the top will not allow me to see results until AFTER I submit my vote.  This is how most polls on forums work.  I'm just informing those that have already voted and are seeing results that don't realize that the ones who haven't voted can't see those results yet.
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Powerman

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #153 on: October 24, 2013, 11:18:44 am »
+2

It might be only me... but what's with all this love for Overseer?  No offense to whoever made it, but it seems to me like it is a very poor card at best.  It doesn't open up engines, because you can't rely on it for villages without other villages, you can't rely on it for draw without other draw, etc.  It's not good for big money at all.  It can't be used as a workshop for rushes or to gain many copies of engine parts.  So you get a much much much more limited Band of Misfits, that you can't even use to keep copying a key card.

I see this card as a trap / niche card at best, and a flat out poorly designed card at worst.
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GendoIkari

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #154 on: October 24, 2013, 11:30:33 am »
0

3 things:

1) Just to confirm was Showdown35 said; you can NOT vote after seeing the results. You get to see the results as soon as you vote; other people can still vote though they can't see the results.

2) I see a lot of people talking about getting to an exact number of cards, like the official expansions did. Is this because some people plan to get these printed? I would think it's ok if there's a couple extra victory cards; therefore 1 more sheet of cards needed than would be otherwise. It's not like they're needing to be printed in bulk, where 1 extra card means lots of extra production cost.

3) I'm not a fan of Overseer. I don't think it's as poorly designed as Powerman seems to, but it definitely seems quite weak, or at least swingy. It's much better if you happen to play it while the mat is empty. But even then, most of the functions it offers are things you want to do multiple times per turn. I think it just wouldn't be that fun to play; given that the options you have available are not consistent.
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Powerman

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #155 on: October 24, 2013, 12:32:37 pm »
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Since I offered my criticism of Overseer, I'll post comments on the rest.

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Logothete
Types: Action
Cost: $4
+2 Actions. Reveal your hand. +1 Card and +$1 per Victory card revealed. Reveal your hand again and put all the revealed Victory cards at the bottom of your deck in any order.

Basically trade your Victory cards for a random card and +$1 with the promise that your last turn of the reshuffle will be very weak.  Interesting idea, but I think it can either cost $3 or discard the victory cards.

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Cold Iron
Types: Treasure – Attack – Victory – Reaction
Cost: $4
Worth $1. When you play this, each other player with 5 or more cards in hand draws a card then puts cards from his hand on top of his deck until he has 4 cards in hand.

Worth 1 VP. When another player plays an Attack card, you may discard this from your hand. If you do, gain a Silver, putting it into your hand, and you are not affected by the Attack.

Don't like the 4 types first of all.  Don't like the idea of a Treasure-Attack because it's way to spammable.  Don't like the idea of a Treasure-(Attack stopping) Reaction because it's way to spammable.  All in all, bleh.

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Sphinx (A)
Types: Action – Attack
Cost: $4
+1 Card. +1 Action. If this is the first time you played a Sphinx this turn, each other player guesses how many Action cards you will play this turn. At the end of your Action phase, each player who guessed incorrectly gains a Curse.

Clarification: The players guess in turn order.

Seems too highly luck dependent, and not very intrigue-ey.  Either cantrip or familiar, but it doesn't stack at all.  Early on it's almost always cantrip, later on it's almost always familiar.  Cool idea, but I think there is a better way than guessing the number of Action cards.

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Sphinx (B)
Types: Action
Cost: $3
Choose one: +3 Cards and discard a card that is not a Victory cards (or reveal a hand of all Victory cards); or +$3 and cards cost $1 more this turn; or trash 3 cards from your hand and gain a card costing $0.

Basically Steward.  We have Steward.  Pass.

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Paladin
Types: Action – Attack – Victory
Cost: $4
+1 Action. Choose one: Each player (including you) with 4 or more cards in hand discards a card; or each player (including you) draws until he has 4 cards in hand.

Worth 1 VP for every 4 Attack cards in your deck (rounded down).

I like the idea of counting VP for attacks, and I like the intrigue feel of the card.  Seems weak on play compared to other attacks, but I guess it might have to be to be nonterminal and worth VP.

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Landlord
Types: Action – Victory
Cost: $5
+2 Cards. You may discard a Victory card. If you do, +1 Action.

Worth 1 VP per empty Supply pile.

Strictly worse Laboratory (minus tunnel) on play but worth 1-3 VP.  Or Great Hall with cycling and maybe an extra VP.  Probably too strong, but perhaps not.

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Dance
Types: Action – Attack – Reaction
Cost: $4
Choose one: Each player (including you) puts a card from his hand on top of his deck; or each player puts his deck into his discard pile.

When another player shuffles, you may reveal and discard this from your hand. If you do, +2 Cards.

No No No.  You can't just play this 5 times to kill your opponents turn forever, pass.

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Quartermaster
Types: Action – Attack
Cost: $3
+$2. Discard a card. Each other player with 4 or more cards in hand discards a card that shares a type with and costs more than the card you discarded (or reveal a hand with no such card).

I don't think I like it.  Discarding a green is too inconsequential, and discarding a treasure or action is too brutal.

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Concerto
Types: Action
Cost: $3
+1 Action. Look through your discard pile. You may reveal a card from it and put it on the bottom of your deck. If it is an… Action card, +1 Action; Treasure card, +$1; Victory card, +1 Card.

Seems really, really weak.

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Architect (A)
Types: Action
Cost: $6
+1 Action. +$2.

While this is in play, when an Action Card (including this) would give you any amount of $, you may draw that many cards instead.

+$ and +cards are generally about the same value, although the flexibility to switch between them certainly has some utility.  OTOH, the action part is weak, so I think the overall card is weak.  And it has to be $6 because it's strictly better than Lab.  Close though.

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Acropolis
Types: Action
Cost: $5
When you play this, +1 Card per unused action you have (Action, not Action card). +2 Actions.

Interesting idea.  Don't think it's balanced, because any other village basically makes it absurd.

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Prefecture
Types: Action – Victory
Cost: $5
Reveal cards from your deck until you reveal a Victory card. If you do, put it and one other revealed card into your hand. Discard the rest.

Worth 2 VP.

Basically +2 Cards but one is bad and one is good.  I like the idea, don't know if 2 VP is too much and makes it too much of a no-brainer compared to Duchy except for THE last turn.

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Nabob
Types: Action – Attack
Cost: $5
+2 Cards. Trash a card from your hand. Choose one: Gain a card costing up to $2 more than the trashed card; or each other player gains a card costing up to the cost of the trashed card.

Way too strong.  It's remodel + 2 cards OR something better than remodel + 2 cards.  For $1 more than remodel.

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Courtier
Types: Action – Attack
Cost: $4
You may gain a Duchy. If you didn't, gain a Silver. Each other player may gain an Estate. If he didn't, he gains a Copper.

Early on it's gain a Silver, opponents gain Copper.  Late it's gain a Duchy, opponents gain Estate.  First off is this interesting?  It's certainly unique, but I'm not sure I'd call it interesting.  Now for balance... The attack is certainly weak.  The gaining isn't particularly strong either.  Together... probably weak but alright.  I think it's too boring.

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Monastery
Types: Action
Cost: $4
Gain a card costing up to $6. For each $1 over $4 it costs, each other player may choose one: he trashes a card from his hand; he gains up to 2 Coppers, putting them into his hand; he discards his hand and draws 5 cards.

Lots of strategic decisions for sure.  I think however it multiplayer it becomes A) absurd and B) somewhat political.  I do like it a lot for 2P though, and tbh I only play 2P.

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Lawyer
Types: Action
Cost: $5
+$2. Reveal the top card of your deck. If you reveal a Victory card, discard it and gain an Action card costing up to $5. Otherwise, put the card back and gain an Action card costing up to $3.

So first off it's a terminal silver.  Next, it either cycles a bad card and gains you an action up to $5 (really good) or duchesses and gains you an action card up to $3.  Good if theres Menagerie, bad if only Secret Chamber.  So it's board dependent, but it seems like a very strong card if the Engine is strong.  So good card to me.

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Lord
Types: Action – Victory
Cost: $4
Reveal your hand. If you revealed a Treasure card, a Victory card, and an Action card (each separate cards), then +$3. Otherwise, +$1.

Worth 1 VP.

Early on very very swingy.  Later in an engine, this easily becomes a terminal gold + 1 VP for $4, which is way too strong.  So, swingy early and unbalanced late makes for a no-no.

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Bailey
Types: Action – Victory
Cost: $4
Do this three times: Choose one: +1 Action; or discard a Victory card, and +$2 if you did.

Worth 1 VP.

Seems incredibly weak.  Kind of cool idea though.

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Wall
Types: Action – Reaction
Cost: $4
Choose two: Look at the top card of your deck and discard it or put it back; or gain a card costing up to $3; or trash a card from your hand. (The choices must be different.)

When another player plays an Attack card, you may reveal this from your hand. If you do, you may discard any number of cards from your hand. At the start of your next turn, draw that many cards.

Very similar to JoaT.  It exchanges a worse action for a fairly strong reaction.  It adds a bit of flexibility in that you can trash any card, but you lose the draw (except in the reaction).  Maybe could cost $3?

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Overseer
Types: Action
Cost: $4
Put a marker on an empty District of the Overseer Mat. If you put it on the…
Residential District, +1 Card and +2 Actions
Craftsmen's District, +3 Cards
Commercial District, +1 Card, +1 Action, and +$1
Industrial District, gain a card costing up to $4
Logging District, +1 Buy and +$2
If four districts of the mat have a marker, remove all the markers.

Rules Clarification: There is one communal Overseer mat, split into the five districts.

See my above post, but my vote is NO.

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Shrine
Types: Action – Victory
Cost: $5
+1 Action. Choose one: trash a card from your hand; or +1 Card.

Worth 2 VP.

Seems too strong.  Cantrip or nonterminal trashing and it's worth 2VP.  Actually... it might be balanced at $5.  A little boring though.

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Committee
Types: Action
Cost: $5
+$2. The player to your left names a card. Reveal the top 4 cards of your deck and choose one that is not the named card. Trash it or gain a copy of it. Put the untrashed cards back in any order.

I like it a lot.  Best used in an engine to gain many engine components and trash estates / coppers (but that is slow).  Actually it is pretty strong for BM too, as your opponent will have to proscribe Province VERY early, and you should be able to gain a lot of Gold.

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Taylor-Compton
Types: Action – Victory
Cost: $5
+1 Card. +1 Action. Discard any number of Victory cards. +$1 per card discarded.

Worth 1 VP.

If you discard 0, it's a Great Hall. 1 it's an Oasis + 1 VP.  2+ is pretty good, but how likely are you to have 2+VP cards?  I dunno.  Not really an engine card because of that, but I'd imagine BM would prefer terminal draw (or VAULT).

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Usurer
Types: Action – Attack
Cost: $5
Discard any number of cards. Choose one: +$1 per card discarded; or each other player discards until he has the same number of cards in hand as you.

Nope.  I have a bad hand, you skip your turn.  I don't like you, you skip your turn.  I get a deck of Village-Monument-Usurer, I get 1 VP forever and you die.

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Dungeon
Types: Action – Victory
Cost: $5
+1 Action. Trash up to 3 cards from your hand.

Worth 1 VP per $ in the cost of the cheapest card in your deck (in Coins).

I like the feel of the card, but i think it should be "Minimum 1 VP" too protect against a last turn curse or something.  Though I guess that is part of the strategy.

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Majordomo
Types: Action
Cost: $4
+1 Action. Discard a card. If it is a… Victory card, +1 Card; Treasure card, +2 Cards; Action card, +3 Cards.

Victory Card is powerfully weak, Treasure card is fairly weak (cantrip exchanging a treasure for a random card), Action is decently strong (lab where you exchange an action for a random card).  Kind of similar to Advisor?  Good for engines I'd imagine, terrible for BM.  But not great for engines since the discard is first.

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Wedding
Types: Action – Attack
Cost: $5
+1 Action. You may trash up to 2 cards from your hand. If you trashed exactly 1 card, each other player discards down to 3 cards in hand. If you trashed exactly 2 cards, each other player gains a Curse.

Seems too strong, plus 1P advantage.

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Liege
Types: Action – Attack
Cost: $5
+2 Cards. Each other player discards a Victory card (or reveals a hand with no Victory cards). If any player discards a card this way, play this again.

I like the idea.  A bit of first player advantage in multiplayer though.

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Traitor
Types: Action – Attack
Cost: $4
+$1. Choose one: Name a card costing up to $3 and each other player with 5 or more cards in hand discards a copy of the named card (or reveals a hand without it); or, choose an Attack card from your hand and play it twice.

No no no.  This is either attack or Throne-room attack.  Throne Room costs $4 and yes I realize you can throne other things besides attack, but NO.

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Homestead
Types: Action – Victory
Cost: $4
+2 Actions. Reveal cards from the top of your deck unti you reveal a Victory card. Put that card into your hand and discard the rest.

Worth 1 VP.

So it's a village with the draw card guaranteed to be a bad card, but it's worth 1 VP.  Seems weak.  Maybe at $3 it'd be ok.

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Observatory
Types: Action
Cost: $3
+1 Action. Reveal the top 3 cards of your deck. If you revealed a Victory card, put all the revealed cards into your hand. Otherwise, discard them.

Too swingy.

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Tiller
Types: Action
Cost: $4
Trash a card from your hand. The player to your left chooses a card in the Supply costing at least $2 more than the trashed card. Gain it.

I like the idea, trash $5's your opponent gives you Provinces.  But that's about it.  Otherwise, worse worse worse than remodel.

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Architect (B)
Types: Action
Cost: $5
Trash a card from your hand. Choose one: gain a card costing up to $2 more than the trashed card, which you may put on top of your deck; or +2 Buys and +$ equal to the trashed card's cost in Coins.

Either Remodel with a slight bonus or Salvager with a slight bonus.  Probably balanced but uninteresting.

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Groundskeeper
Types: Action
Cost: $5
+1 Card. +$1. Discard a card. Choose one: set aside up to 3 cards from your discard pile, discarding them after your next reshuffle; or shuffle your discard pile and put it at the bottom of your deck.

Hm, too hard to visualize how this will play out.  Basically make 3 bad cards miss your next reshuffle.  Don't really think much of it, but hard to picture.

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Heir
Types: Victory
Cost: $4
At the end of the game, choose one: Trash an Estate from your deck and this is worth 1 VP per Estate in your deck; or trash 2 Curses from your deck and this is worth 2 VP; or trash 3 Coppers from your deck and this is worth 3 VP if you have no Treasures in your deck.

Kind of a weird timing, don't like it very much.

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Mob
Types: Action – Attack
Cost: $5
The player to your left reveals his hand. Choose one of the revealed cards costing up to $6. Either gain a copy of it or each other player gains a copy of it, your choice.

Probably a little swingy, but not too bad.  Kind of boring.

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Nouveau Riche
Types: Action
Cost: $4
You may discard an Estate. If you do, +3 Cards. You may discard a Duchy. If you do, +$2. You may discard a Victory card. If you do, +1 Action.

Clarification: It should be clear from the wording here, but you don't choose between these three options. You choose whether or not to do each in order.

I don't like it.

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Hidden Passage
Types: Action
Cost: $3
+1 Card. +1 Action. You may trash a card from your hand. Each other player may reveal the top 2 cards of his deck. If he does, he trashes one and discards the other.

I like this card a lot.  Early on you use it as a cantrip trasher, but your opponent can bank off the trashing pretty easily.  Later on they won't use it, but you will.  Nice.

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Legate
Types: Action
Cost: $4
+1 Action. +$1. Each player (including you) reveals the top 3 cards of his deck and puts one of them (your choice) in his hand, then puts the rest back on top in an order he chooses.

No, very bad.  I think the effect is stronger for the opponent than it is for you (they get lab, you get peddler).  Yes it's selective draw, but they other cards aren't discarded so big whoop.

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Secret Plot
Types: Treasure – Victory
Cost: $3
Worth $1. When you play this, each player may set aside a card face down on his Secret Plot mat. You may look at the cards on your mat at any time; reveal them and return them to your deck at the end of the game.

Worth 1 VP for each differently-named card on your mat that no other player has a copy of on his mat.

Don't like this.

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Castellan
Types: Action – Attack
Cost: $5
Do the following three things in any order; you get the version in parentheses: Each player draws until he has 5 (6) cards in hand; each player discards down to 3 (3) cards in hand; each player trashes up to 1 (2) cards from his hand.

Interesting.  Not sure if it's priced right, but I like the feel of the card.

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Inquisitor
Types: Action – Attack
Cost: $5
+$2. Each other player may discard any number of cards. Choose one: Each other player gains a Curse for each card in hand over 3; or each other player trashes a card from his hand and draws until he has 3 cards in hand.

Kind of like pick your poison.  Don't really like it.  Multiplayer is VERY political.  P2 discards to 3, P3 doesn't discard.  Now I choose which one to attack.

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Narcissist
Types: Action
Cost: $4
You may reveal then discard any number of differently-named cards. For each card discarded this way, if it is an… Action card, +2 Actions; Treasure card, +$2; Victory card, +2 Cards.

No, don't like it. 

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Ironworker
Types: Action
Cost: $2
Discard a card. If it is an… Action card, +3 Actions; Treasure card, +$3; Victory card, +3 Cards.

I like this better.  Treasure makes it (effectively) a terminal silver, victory makes it (effectively) moat + cycling, Action is a bit weak.

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Warden
Types: Action
Cost: $6
+1 Action. Choose two in any order: Draw until you have 6 cards in hand; play an Action card from your hand; trash a card from your hand and gain a card costing up to $2 more, putting it on top of your deck. (The choices must be different.)

Seems very strong, even for $6.

Quote
Cannoneer
Types: Action – Attack
Cost: $5
+2 Cards. +$1. Each other player with at least 5 cards in hand reveals one of them. He either discards it and gains a copy of it or he trashes it, your choice.

So the opponent is going to want to reveal coppers or silvers the whole time pretty much.  (I mean, ideally pearl divers).  But, mixing cards and $ is generally not so good.

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Visiting Dignitary
Types: Action
Cost: $4
+1 Action. Trash this. Gain a Visiting Dignitary and a Victory card costing up to $6.
[/quote]

So each play of this is gain a Duchy / Duke / Fairgrounds.  I mean it's limited by the number of Visiting Dignitary's, but seems like it's really good in alt-vp and extremely useless otherwise.
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dghunter79

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #156 on: October 24, 2013, 04:21:33 pm »
0

It might be only me... but what's with all this love for Overseer?  No offense to whoever made it, but it seems to me like it is a very poor card at best.  It doesn't open up engines, because you can't rely on it for villages without other villages, you can't rely on it for draw without other draw, etc.  It's not good for big money at all.  It can't be used as a workshop for rushes or to gain many copies of engine parts.  So you get a much much much more limited Band of Misfits, that you can't even use to keep copying a key card.

I see this card as a trap / niche card at best, and a flat out poorly designed card at worst.

While we're on it, what's with all this love for Boardwalk?  It's really expensive!  And you can't even build houses or hotels on it without Park Place -- which you might not even own.  In fact your opponent might own Park Place, and then they'll be able to charge you an arm and a leg for it!  Seems really poorly thought out.  PASS.

Q in Scrabble?  Newsflash, there aren't a lot of words with a Q in them.  And most of those words have a U.  So if you have a Q with no U, you're in pretty bad shape.  Bad card.  MY VOTE IS NO.

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #157 on: October 24, 2013, 04:30:50 pm »
+3

It might be only me... but what's with all this love for Overseer?  No offense to whoever made it, but it seems to me like it is a very poor card at best.  It doesn't open up engines, because you can't rely on it for villages without other villages, you can't rely on it for draw without other draw, etc.  It's not good for big money at all.  It can't be used as a workshop for rushes or to gain many copies of engine parts.  So you get a much much much more limited Band of Misfits, that you can't even use to keep copying a key card.

I see this card as a trap / niche card at best, and a flat out poorly designed card at worst.

While we're on it, what's with all this love for Boardwalk?  It's really expensive!  And you can't even build houses or hotels on it without Park Place -- which you might not even own.  In fact your opponent might own Park Place, and then they'll be able to charge you an arm and a leg for it!  Seems really poorly thought out.  PASS.

Q in Scrabble?  Newsflash, there aren't a lot of words with a Q in them.  And most of those words have a U.  So if you have a Q with no U, you're in pretty bad shape.  Bad card.  MY VOTE IS NO.

I don't understand your point.  I think Powerman's criticism is fair -- Overseer may provide some flexibility but it's very unreliable and thus may be a trap card in practice.  Your sarcastic comparisons don't make sense.
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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #158 on: October 24, 2013, 04:44:07 pm »
0

Since we can still vote, I guess I'll continue my review.

Quote
Courtier
Types: Action – Attack
Cost: $4
You may gain a Duchy. If you didn't, gain a Silver. Each other player may gain an Estate. If he didn't, he gains a Copper.

I really like this card a lot. Really neat. I'm glad it's doing well--although I guess I shouldn't say that, since the results are still unknown to those who haven't voted? It's a new mechanic, like an attack but your opponent has the choice. It's quite a weak attack, and probably a weak card overall but will be really cool with Duke and Silk Road, and will actually help your opponent's Silk Roads. It may need some tweak to stop it from being too weak, though. Maybe a +$1.

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Monastery
Types: Action
Cost: $4
Gain a card costing up to $6. For each $1 over $4 it costs, each other player may choose one: he trashes a card from his hand; he gains up to 2 Coppers, putting them into his hand; he discards his hand and draws 5 cards.

I like this a lot, too. Of course the third possible penalty, or benefit to the opponent or whatever, is really good for them. And playing multiples of this is also really good for your opponent. So this might just be too weak. Gaining a card costing up to $6 is nice, though.

Quote
Lawyer
Types: Action
Cost: $5
+$2. Reveal the top card of your deck. If you reveal a Victory card, discard it and gain an Action card costing up to $5. Otherwise, put the card back and gain an Action card costing up to $3.

Dislike. Just too swingy. Not in like a meaningful way, but swingy nonetheless.

Quote
Lord
Types: Action – Victory
Cost: $4
Reveal your hand. If you revealed a Treasure card, a Victory card, and an Action card (each separate cards), then +$3. Otherwise, +$1.

Worth 1 VP.

I don't like the "each separate cards" thing, but that can probably be fixed. The benefit is pretty boring, though. Interesting idea, but probably far off from working here, and maybe better for Cornucopia or something.

Quote
Bailey
Types: Action – Victory
Cost: $4
Do this three times: Choose one: +1 Action; or discard a Victory card, and +$2 if you did.

Worth 1 VP.

So let's see, with 2 Victory cards in hand, this could be +1 Action, +$4. Obviously that would be quite strong, but you would have to start with 2 Victory cards in hand. And this itself is a Victory card worth 1 VP. So it combos with Scout (obvious plus), and likes things like Crossroads and Great Hall. Yeah, this is sort of a variant of a bunch of cards I've submitted before. I like this one just fine. Might be too strong, who knows.

Quote
Wall
Types: Action – Reaction
Cost: $4
Choose two: Look at the top card of your deck and discard it or put it back; or gain a card costing up to $3; or trash a card from your hand. (The choices must be different.)

When another player plays an Attack card, you may reveal this from your hand. If you do, you may discard any number of cards from your hand. At the start of your next turn, draw that many cards.

You have to remember how many cards you discarded, so I don't love the reaction. I don't love the top, either. The choices don't really go together to me, it's just 3 weak things that you can do.

Quote
Overseer
Types: Action
Cost: $4
Put a marker on an empty District of the Overseer Mat. If you put it on the…
Residential District, +1 Card and +2 Actions
Craftsmen's District, +3 Cards
Commercial District, +1 Card, +1 Action, and +$1
Industrial District, gain a card costing up to $4
Logging District, +1 Buy and +$2
If four districts of the mat have a marker, remove all the markers.

Rules Clarification: There is one communal Overseer mat, split into the five districts.

Well, this card has too much text. And no way is it balanced. Yeah, I don't like it. Shame on the people who voted for it! Shame! The best I can say is it's an idea that should be saved for Cornucopia.

Quote
Shrine
Types: Action – Victory
Cost: $5
+1 Action. Choose one: trash a card from your hand; or +1 Card.

Worth 2 VP.

Nice enough. Flexible alt-VP and Upgrade-ish thing. Don't love the name, though.

Quote
Committee
Types: Action
Cost: $5
+$2. The player to your left names a card. Reveal the top 4 cards of your deck and choose one that is not the named card. Trash it or gain a copy of it. Put the untrashed cards back in any order.

Intriguing (oh, that's a good sign!). He names Copper, okay you can't trash Copper, but you can just gain a copy of some good card. He names some good card, you trash Copper or Estate or Curse or whatever. As long as you have multiple engine pieces, you can always be gaining them though. Hang on, eventually he always has to name Province. Yeah, this needs some limitation, like "he can't name a Victory card" probably. Interesting though.

Quote
Taylor-Compton
Types: Action – Victory
Cost: $5
+1 Card. +1 Action. Discard any number of Victory cards. +$1 per card discarded.

Worth 1 VP.

Similar to lots of submitted cards, including ones I've submitted. I like it, I don't love it.

Quote
Usurer
Types: Action – Attack
Cost: $5
Discard any number of cards. Choose one: +$1 per card discarded; or each other player discards until he has the same number of cards in hand as you.

Ack! You can spite pin them, can't you? Hard pass on this one.

Quote
Dungeon
Types: Action – Victory
Cost: $5
+1 Action. Trash up to 3 cards from your hand.

Worth 1 VP per $ in the cost of the cheapest card in your deck (in Coins).

1VP per $ in cost of cheapest card strikes me as a tad too much, especially since this card really efficiently clears out your low cost cards. Another great idea, though. Some strong submissions for the Intrigue contest.

Quote
Majordomo
Types: Action
Cost: $4
+1 Action. Discard a card. If it is a… Victory card, +1 Card; Treasure card, +2 Cards; Action card, +3 Cards.

Discard Victory and it's a cantrip, so worse than Pearl Diver. Discard Treasure and it's like a Spice Merchant without the choice or trashing. Discard Action and it's cheap Stables, though you discarded a Stables. Really strong with alt-VP though, discard like a Great Hall and you get +4 Cards. Harem would be even more lucrative. Perhaps should cost $3 overall though, it can't be too strong.

Quote
Wedding
Types: Action – Attack
Cost: $5
+1 Action. You may trash up to 2 cards from your hand. If you trashed exactly 1 card, each other player discards down to 3 cards in hand. If you trashed exactly 2 cards, each other player gains a Curse.

Why is this called Wedding? In any case, this seems pretty strong. Reminds me of Mercenary. I have a bias against adding more discard attacks to the game, though.
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scott_pilgrim

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #159 on: October 24, 2013, 04:55:08 pm »
+1

It might be only me... but what's with all this love for Overseer?  No offense to whoever made it, but it seems to me like it is a very poor card at best.  It doesn't open up engines, because you can't rely on it for villages without other villages, you can't rely on it for draw without other draw, etc.  It's not good for big money at all.  It can't be used as a workshop for rushes or to gain many copies of engine parts.  So you get a much much much more limited Band of Misfits, that you can't even use to keep copying a key card.

I see this card as a trap / niche card at best, and a flat out poorly designed card at worst.

While we're on it, what's with all this love for Boardwalk?  It's really expensive!  And you can't even build houses or hotels on it without Park Place -- which you might not even own.  In fact your opponent might own Park Place, and then they'll be able to charge you an arm and a leg for it!  Seems really poorly thought out.  PASS.

Q in Scrabble?  Newsflash, there aren't a lot of words with a Q in them.  And most of those words have a U.  So if you have a Q with no U, you're in pretty bad shape.  Bad card.  MY VOTE IS NO.

I don't understand what you're saying.  Do you think that Powerman is only pointing out the negatives of the card without mentioning the positives?  If so, it would be much more helpful to point out what the positives are, rather than just writing a sarcastic response implying that they exist.  Personally, I think Powerman made some reasonable points, and I expect those who voted for Overseer to come back and explain why they don't think it's too weak, and have a rational discussion about the card.

If you're actually trying to make an argument by comparison to Boardwalk or Q, then the comparison is quite unhelpful.  Boardwalk and Q have both been quite thoroughly playtested, so we know that they're okay.  Overseer, as far as we know, has literally never been played with, so we have to theory craft; there's no other way for us to know how good or bad it is.  Blindly asserting that it's a good card has no weight compared to the arguments given as to why it might be a bad one.

If you're trying to say that Overseer will be a sort of "high risk, high reward" card like Boardwalk or Q, then that requires a much more detailed explanation, because I don't see it at all.  What aspect of Overseer is high risk, and what aspect of it pays off if you commit?

If people don't agree with your position, then you're not going to convince them by leaving a comment like that.
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KingZog3

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #160 on: October 24, 2013, 05:08:19 pm »
+1

It might be only me... but what's with all this love for Overseer?  No offense to whoever made it, but it seems to me like it is a very poor card at best.  It doesn't open up engines, because you can't rely on it for villages without other villages, you can't rely on it for draw without other draw, etc.  It's not good for big money at all.  It can't be used as a workshop for rushes or to gain many copies of engine parts.  So you get a much much much more limited Band of Misfits, that you can't even use to keep copying a key card.

I see this card as a trap / niche card at best, and a flat out poorly designed card at worst.

While we're on it, what's with all this love for Boardwalk?  It's really expensive!  And you can't even build houses or hotels on it without Park Place -- which you might not even own.  In fact your opponent might own Park Place, and then they'll be able to charge you an arm and a leg for it!  Seems really poorly thought out.  PASS.

Q in Scrabble?  Newsflash, there aren't a lot of words with a Q in them.  And most of those words have a U.  So if you have a Q with no U, you're in pretty bad shape.  Bad card.  MY VOTE IS NO.

These are examples of risk vs. payoff. It's hard to use Q, but when you do you'll get a lot of points. Boardwalk again is expensive, but when someone lands on it more than once it'll pay off big time. Overseer has no big payoff. It's a bunch of $3-$4 cards that you get to choose from, and sometimes not all of them. Even Counting House can have a huge payoff by pulling up 5-6 coppers or something.

EDIT: Didn't read the last post. Scott_Pilgrim already covered all I said.
« Last Edit: October 24, 2013, 05:09:52 pm by KingZog3 »
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dghunter79

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #161 on: October 24, 2013, 05:24:45 pm »
0

These are examples of risk vs. payoff. It's hard to use Q, but when you do you'll get a lot of points. Boardwalk again is expensive, but when someone lands on it more than once it'll pay off big time. Overseer has no big payoff. It's a bunch of $3-$4 cards that you get to choose from, and sometimes not all of them. Even Counting House can have a huge payoff by pulling up 5-6 coppers or something.

EDIT: Didn't read the last post. Scott_Pilgrim already covered all I said.

Imagine a Scrying Pool deck in which you can draw your whole deck and create a lot of cash.  But the only way you can get plus buy is with Overseer, and you manage to play it for two buys, and buy two extra Provinces.  That is a big pay-off.

GendoIkari

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #162 on: October 24, 2013, 05:25:32 pm »
+1

Quote
Courtier
Types: Action – Attack
Cost: $4
You may gain a Duchy. If you didn't, gain a Silver. Each other player may gain an Estate. If he didn't, he gains a Copper.

...It's a new mechanic, like an attack but your opponent has the choice...

Torturer says hi.
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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #163 on: October 24, 2013, 05:29:47 pm »
+1

Quote
Courtier
Types: Action – Attack
Cost: $4
You may gain a Duchy. If you didn't, gain a Silver. Each other player may gain an Estate. If he didn't, he gains a Copper.

...It's a new mechanic, like an attack but your opponent has the choice...

Torturer says hi.

Oh hai Torturer.

Yeah that was phrased badly.
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GendoIkari

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #164 on: October 24, 2013, 05:32:09 pm »
0

Quote from: Robz888
Quote
Committee
Types: Action
Cost: $5
+$2. The player to your left names a card. Reveal the top 4 cards of your deck and choose one that is not the named card. Trash it or gain a copy of it. Put the untrashed cards back in any order.

Intriguing (oh, that's a good sign!). He names Copper, okay you can't trash Copper, but you can just gain a copy of some good card. He names some good card, you trash Copper or Estate or Curse or whatever. As long as you have multiple engine pieces, you can always be gaining them though. Hang on, eventually he always has to name Province. Yeah, this needs some limitation, like "he can't name a Victory card" probably. Interesting though.

Disallowing him from naming a victory card would make this way too strong, as it could then simply gain Provinces.
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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #165 on: October 24, 2013, 05:36:24 pm »
0

Quote from: Robz888
Quote
Committee
Types: Action
Cost: $5
+$2. The player to your left names a card. Reveal the top 4 cards of your deck and choose one that is not the named card. Trash it or gain a copy of it. Put the untrashed cards back in any order.

Intriguing (oh, that's a good sign!). He names Copper, okay you can't trash Copper, but you can just gain a copy of some good card. He names some good card, you trash Copper or Estate or Curse or whatever. As long as you have multiple engine pieces, you can always be gaining them though. Hang on, eventually he always has to name Province. Yeah, this needs some limitation, like "he can't name a Victory card" probably. Interesting though.

Disallowing him from naming a victory card would make this way too strong, as it could then simply gain Provinces.

You can't CHOOSE a Victory card, is I think what I meant.
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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #166 on: October 24, 2013, 05:50:33 pm »
0

These are examples of risk vs. payoff. It's hard to use Q, but when you do you'll get a lot of points. Boardwalk again is expensive, but when someone lands on it more than once it'll pay off big time. Overseer has no big payoff. It's a bunch of $3-$4 cards that you get to choose from, and sometimes not all of them. Even Counting House can have a huge payoff by pulling up 5-6 coppers or something.

EDIT: Didn't read the last post. Scott_Pilgrim already covered all I said.

Imagine a Scrying Pool deck in which you can draw your whole deck and create a lot of cash.  But the only way you can get plus buy is with Overseer, and you manage to play it for two buys, and buy two extra Provinces.  That is a big pay-off.
Is this really a "Overseer is very powerful because +buy allows you to buy multiple Provinces" argument? The card is really good because it can give +buy?
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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #167 on: October 24, 2013, 06:00:28 pm »
0

These are examples of risk vs. payoff. It's hard to use Q, but when you do you'll get a lot of points. Boardwalk again is expensive, but when someone lands on it more than once it'll pay off big time. Overseer has no big payoff. It's a bunch of $3-$4 cards that you get to choose from, and sometimes not all of them. Even Counting House can have a huge payoff by pulling up 5-6 coppers or something.

EDIT: Didn't read the last post. Scott_Pilgrim already covered all I said.

Imagine a Scrying Pool deck in which you can draw your whole deck and create a lot of cash.  But the only way you can get plus buy is with Overseer, and you manage to play it for two buys, and buy two extra Provinces.  That is a big pay-off.

And that doesn't invalidate Powerman's criticism at all.  What if the +Buy spot was already taken previously?  You can't go there again.  And if it's free, you go there once and then you have to play a bunch more in order to free up the spot again.  Yeah it can pay off, but it's extremely unreliable.  Powerman said that it's very niche and very weak, and I think he's right.  It's only going to be useful on a board where important thing X is missing, where X is probably +Buy or +action.  But then you can get screwed if an opponent happens to take your needed spot before you get a chance, and even if you get it, it's hard to get it more than once per turn and near impossible to get it more than twice.  Not as big a deal for +Buy, but a huge problem for other bonuses.

Powerman's points are good.  It doesn't mean that Overseer can't work, but it's certainly something to think about.
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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #168 on: October 24, 2013, 06:39:30 pm »
0

These are examples of risk vs. payoff. It's hard to use Q, but when you do you'll get a lot of points. Boardwalk again is expensive, but when someone lands on it more than once it'll pay off big time. Overseer has no big payoff. It's a bunch of $3-$4 cards that you get to choose from, and sometimes not all of them. Even Counting House can have a huge payoff by pulling up 5-6 coppers or something.

EDIT: Didn't read the last post. Scott_Pilgrim already covered all I said.

Imagine a Scrying Pool deck in which you can draw your whole deck and create a lot of cash.  But the only way you can get plus buy is with Overseer, and you manage to play it for two buys, and buy two extra Provinces.  That is a big pay-off.
Is this really a "Overseer is very powerful because +buy allows you to buy multiple Provinces" argument? The card is really good because it can give +buy?

I was asked to describe a way in which Overseer can have a big payoff.  So, I did.  Any card with +buy can provide a big payoff.  Some cards make you jump through a hoop to get the +buy, though.  That can be pretty fun!  Like, imagine just barely ending a game by three-piling, making use of the Overseer's Village to play its Woodcutter and Workshop.

Overseer is not a card you can just spam-play.  Many engines will want it, though.  Some more than others.  Like Boardwalk and Q, it has internal tension built into it.  I find that tension interesting and unique.  It imports tested elements from other games into Dominion in a way that I think might really play well. 

A good comparable is Ironmonger, which also isn't reliable, but does a number of useful things well enough that it can be a key card on many boards.

cluckyb

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #169 on: October 24, 2013, 06:59:48 pm »
0

These are examples of risk vs. payoff. It's hard to use Q, but when you do you'll get a lot of points. Boardwalk again is expensive, but when someone lands on it more than once it'll pay off big time. Overseer has no big payoff. It's a bunch of $3-$4 cards that you get to choose from, and sometimes not all of them. Even Counting House can have a huge payoff by pulling up 5-6 coppers or something.

EDIT: Didn't read the last post. Scott_Pilgrim already covered all I said.

Imagine a Scrying Pool deck in which you can draw your whole deck and create a lot of cash.  But the only way you can get plus buy is with Overseer, and you manage to play it for two buys, and buy two extra Provinces.  That is a big pay-off.
Is this really a "Overseer is very powerful because +buy allows you to buy multiple Provinces" argument? The card is really good because it can give +buy?

I was asked to describe a way in which Overseer can have a big payoff.  So, I did.  Any card with +buy can provide a big payoff.  Some cards make you jump through a hoop to get the +buy, though.  That can be pretty fun!  Like, imagine just barely ending a game by three-piling, making use of the Overseer's Village to play its Woodcutter and Workshop.

Overseer is not a card you can just spam-play.  Many engines will want it, though.  Some more than others.  Like Boardwalk and Q, it has internal tension built into it.  I find that tension interesting and unique.  It imports tested elements from other games into Dominion in a way that I think might really play well. 

A good comparable is Ironmonger, which also isn't reliable, but does a number of useful things well enough that it can be a key card on many boards.

But ironmonger at least has a cantrip level of consistency so it isn't going to hurt your engine. Potentially terminal inconsistency really hurts its usefulness in an engine because you might be stuck at woodcutter vs workshop and not have the actions to spare. Sure it can be fun if everything aligns properly, but in general I wouldn't incorporate it into an engine.

Its probably most useful in slog-type games where you're going to enjoy always having some choices but are already expecting inconsistency. It might also be useful in some rushes, given two of the five choices help gain cards, a third still gives money and a 4th lets you play more Overseers (so three overseers is fine, whereas three workshops isn't). Won't be as strong as ironworks for rushes though, but still better at rushes than engines.
« Last Edit: October 24, 2013, 07:02:18 pm by cluckyb »
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KingZog3

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #170 on: October 24, 2013, 07:04:11 pm »
+2

I was asked to describe a way in which Overseer can have a big payoff.  So, I did.  Any card with +buy can provide a big payoff.  Some cards make you jump through a hoop to get the +buy, though.  That can be pretty fun!  Like, imagine just barely ending a game by three-piling, making use of the Overseer's Village to play its Woodcutter and Workshop.
By this logic, Woodcutter can give a huge payoff. It doesn't, it just gives +buy. But at least I know that whenever I play it that's what I'll get. Overseer could be a woodcutter, unless it's already been played recently. I mean, I love Ruined Market. I gives me such a huge payoff every time I use it to buy an extra card!


A good comparable is Ironmonger, which also isn't reliable, but does a number of useful things well enough that it can be a key card on many boards.

No, I know Ironmonger will filter and give me a bonus. In addition, the bonus is 1.Based on my deck which I have control over 2. Always something I want and 3. Ironmonger is always a cantrip. Overseer can get stuck as terminal for one player. I've used Ironmonger as a village, because I can fill my deck with Actions and reliably have it as a village. On occasion it may hit a victory card and be a lab, but it's definitely reliable.
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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #171 on: October 24, 2013, 11:31:17 pm »
0

I was asked to describe a way in which Overseer can have a big payoff.  So, I did.  Any card with +buy can provide a big payoff.  Some cards make you jump through a hoop to get the +buy, though.  That can be pretty fun!  Like, imagine just barely ending a game by three-piling, making use of the Overseer's Village to play its Woodcutter and Workshop.
By this logic, Woodcutter can give a huge payoff.

Yes.  Any card with plus buy can deliver a huge payoff.

No, I know Ironmonger will filter and give me a bonus. In addition, the bonus is 1.Based on my deck which I have control over 2. Always something I want and 3. Ironmonger is always a cantrip. Overseer can get stuck as terminal for one player. I've used Ironmonger as a village, because I can fill my deck with Actions and reliably have it as a village. On occasion it may hit a victory card and be a lab, but it's definitely reliable.

Yeah, occasionally Ironworks will be a Lab when you wanted a Village.  Occasionally it will be a Peddler.  That's the point.  Mountebank will occasionally be a Silver that costs an action.  Overseer will also occasionally be one thing when you wanted another.

Cards don't need to be 100% reliable to be worthwhile.  The costs have to outweigh the benefits.  Is that true about Overseer?  I think so, yeah.  I tend to think that it would be both a frequently bought card and create interesting choices. 

About the arguments that it's "unreliable" -- I feel like, yeah, that's very clearly the point.

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #172 on: October 24, 2013, 11:45:03 pm »
0

Quote from: Robz888
Quote
Committee
Types: Action
Cost: $5
+$2. The player to your left names a card. Reveal the top 4 cards of your deck and choose one that is not the named card. Trash it or gain a copy of it. Put the untrashed cards back in any order.

Intriguing (oh, that's a good sign!). He names Copper, okay you can't trash Copper, but you can just gain a copy of some good card. He names some good card, you trash Copper or Estate or Curse or whatever. As long as you have multiple engine pieces, you can always be gaining them though. Hang on, eventually he always has to name Province. Yeah, this needs some limitation, like "he can't name a Victory card" probably. Interesting though.

Disallowing him from naming a victory card would make this way too strong, as it could then simply gain Provinces.

You can't CHOOSE a Victory card, is I think what I meant.

Yeah, thought you might have. That could be a good change.
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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #173 on: October 24, 2013, 11:47:03 pm »
0

No, I know Ironmonger will filter and give me a bonus. In addition, the bonus is 1.Based on my deck which I have control over 2. Always something I want and 3. Ironmonger is always a cantrip. Overseer can get stuck as terminal for one player. I've used Ironmonger as a village, because I can fill my deck with Actions and reliably have it as a village. On occasion it may hit a victory card and be a lab, but it's definitely reliable.

Yeah, occasionally Ironworks will be a Lab when you wanted a Village.  Occasionally it will be a Peddler.  That's the point.  Mountebank will occasionally be a Silver that costs an action.  Overseer will also occasionally be one thing when you wanted another.

Cards don't need to be 100% reliable to be worthwhile.  The costs have to outweigh the benefits.  Is that true about Overseer?  I think so, yeah.  I tend to think that it would be both a frequently bought card and create interesting choices. 

About the arguments that it's "unreliable" -- I feel like, yeah, that's very clearly the point.

My point was the Ironmonger can become nearly 100% reliable in a deck of all action cards. Also, cards that are unreliable tend to be bad. Tribute, Harvest etc. Do you like these cards? Are they strong, or fun? Have you ever based your engine off Tribute's +2Actions? My guess is most often you don't, because it has too much of a chance (most of the time) to not get what you want.

I really don't think either is that much fun, but at least Tribute can give me a crazy effect, and Harvest can give a bunch of money. It`s hard to get excited for a card that has a +buy in it. Like I said, Ruined Market has no big payoff. It's junk card. Just...just...it doesn't have any payoff. This is my last post about this if the conclusion is that Ruined Market has a big risk vs. reward payoff.
« Last Edit: October 24, 2013, 11:48:58 pm by KingZog3 »
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eHalcyon

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #174 on: October 24, 2013, 11:51:13 pm »
0

I think the criticism is that the design leaves it unable to fulfill any particular niche.  If you need +Buy, it is extremely unreliable, and I think this is still a valid criticism.  Ironmonger and Mountebank are different.  With Ironmonger, you can build you deck to make it reliable.  With Mountebank, it only becomes unreliable if the other player is swamped in curses, in which case its job is already done.  Moreover, if you need actions or draw or what have you, Overseer is poor because you can't stack them for those effects. 

So what niche is left?  I'm not sure, and I'm starting to think the card may not be worthwhile in any deck.  The idea is still interesting to me but it still needs a lot of work.

If you say that the point is to be unreliable... well then, the payoff doesn't really reflect that.  It's high risk, medium reward except in super niche situations.  So again, Powerman's criticism stands.
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dghunter79

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #175 on: October 25, 2013, 03:44:57 am »
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My point was the Ironmonger can become nearly 100% reliable in a deck of all action cards. Also, cards that are unreliable tend to be bad. Tribute, Harvest etc. Do you like these cards? Are they strong, or fun? Have you ever based your engine off Tribute's +2Actions? My guess is most often you don't, because it has too much of a chance (most of the time) to not get what you want.

I really don't think either is that much fun, but at least Tribute can give me a crazy effect, and Harvest can give a bunch of money. It`s hard to get excited for a card that has a +buy in it. Like I said, Ruined Market has no big payoff. It's junk card. Just...just...it doesn't have any payoff. This is my last post about this if the conclusion is that Ruined Market has a big risk vs. reward payoff.

Is that the most fun use of Ironmonger?  Making it into a Village?  Is the reason that Ironmonger is OK that you can turn it into Village? 

Tribute and Harvest are not my favorite "unreliable" cards.  (Although like with all unreliable cards, it can sometimes be fun to try and control, or adapt to, their randomness.)  They're pretty different from Overseer, though, in that they are unreliable because of random card flipping.  The "unreliability" of Overseer is controlled by the gameplay.  (Although I like Knights!  And those are unreliable because you don't know what cards will be flipped.  One thing that Knights and Overseer have in common is that they provide +actions and +buy, but in limited quantities.)

Hey, there are times when you'd love to have a Ruined Market.  Even when there's other +Buy on the board -- sometimes it's Trade Route, and you got nothing left to trash.  If that offends you, I don't know what to say.

I think the criticism is that the design leaves it unable to fulfill any particular niche.  If you need +Buy, it is extremely unreliable, and I think this is still a valid criticism.  Ironmonger and Mountebank are different.  With Ironmonger, you can build you deck to make it reliable...

If you say that the point is to be unreliable... well then, the payoff doesn't really reflect that.  It's high risk, medium reward except in super niche situations.  So again, Powerman's criticism stands.

You can make Overseer incredibly reliable, also.  Any time you can draw your deck with extra actions, Overseer is clockwork.  The +buy is now very reliable.  You just can't get as much of it as you could if the +buy came from Market.  Yes, I agree, it is medium-reward.  It is also medium-risk.

I find Powerman and your criticisms of the card to be kind of shallow cuts.  You're both just pointing out things that the card wasn't designed to do.  If you start thinking about how the card would play on different boards you see that interesting game play can emerge from what you perceive as the card's weaknesses.

markusin

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #176 on: October 25, 2013, 10:31:45 am »
+1

Ironmonger has an element of unreliability, allowing it to cost $4 even though it's better than lab when it hits a victory card. Tribute, meh, the effect you get can be worth $6 if it hit victory cards. Then there are cards like Count, Steward, and Band of Misfits that have effects which cost less than the cost, but this is made up for by the flexibility of those cards.

Now Overseer is hard to balance because it has both flexibility and unreliability. it's flexible when you first play it, but then options are removed as it gets played. The card has potential, I think, but I understand why people have issues with the current version. At least, you know what it will give you on your turn before you play it, unlike Tournament.
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soulnet

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #177 on: October 25, 2013, 11:30:20 am »
+2

Is that the most fun use of Ironmonger?  Making it into a Village?  Is the reason that Ironmonger is OK that you can turn it into Village? 

The thing is, it is a Village when you need a Village and its a Lab/Peddler/almost double-Lab before, when you still have plenty of Estates and Coppers. That's really good, because in many engines you really do not want to spend your 3s and 4s in non-Village but opening Village leads nowhere. Ironmonger gives you good quality in reaching $5 and then "turns" into a Village when your 5s and 6s are producing the money. Afterwards, when you are greening, it provides some lab/filtering when the engine will not run smoothly anyway. So I think Ironmonger is generally better than most other $4 Villages in many cases.

As for Overseer, I see that it can be fun, but it is by no means a powerful card and it seems to me that it does induce some simple tactical decisions on your turn, to decide how many you can play to have the most of it and leave it in a state bad for the opponent, but I don't see it making strategies viable that would otherwise be not viable. And it is not a power card.
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eHalcyon

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #178 on: October 25, 2013, 12:23:09 pm »
+2

My point was the Ironmonger can become nearly 100% reliable in a deck of all action cards. Also, cards that are unreliable tend to be bad. Tribute, Harvest etc. Do you like these cards? Are they strong, or fun? Have you ever based your engine off Tribute's +2Actions? My guess is most often you don't, because it has too much of a chance (most of the time) to not get what you want.

I really don't think either is that much fun, but at least Tribute can give me a crazy effect, and Harvest can give a bunch of money. It`s hard to get excited for a card that has a +buy in it. Like I said, Ruined Market has no big payoff. It's junk card. Just...just...it doesn't have any payoff. This is my last post about this if the conclusion is that Ruined Market has a big risk vs. reward payoff.

Is that the most fun use of Ironmonger?  Making it into a Village?  Is the reason that Ironmonger is OK that you can turn it into Village? 

Tribute and Harvest are not my favorite "unreliable" cards.  (Although like with all unreliable cards, it can sometimes be fun to try and control, or adapt to, their randomness.)  They're pretty different from Overseer, though, in that they are unreliable because of random card flipping.  The "unreliability" of Overseer is controlled by the gameplay.  (Although I like Knights!  And those are unreliable because you don't know what cards will be flipped.  One thing that Knights and Overseer have in common is that they provide +actions and +buy, but in limited quantities.)

Hey, there are times when you'd love to have a Ruined Market.  Even when there's other +Buy on the board -- sometimes it's Trade Route, and you got nothing left to trash.  If that offends you, I don't know what to say.

I think the criticism is that the design leaves it unable to fulfill any particular niche.  If you need +Buy, it is extremely unreliable, and I think this is still a valid criticism.  Ironmonger and Mountebank are different.  With Ironmonger, you can build you deck to make it reliable...

If you say that the point is to be unreliable... well then, the payoff doesn't really reflect that.  It's high risk, medium reward except in super niche situations.  So again, Powerman's criticism stands.

You can make Overseer incredibly reliable, also.  Any time you can draw your deck with extra actions, Overseer is clockwork.  The +buy is now very reliable.  You just can't get as much of it as you could if the +buy came from Market.  Yes, I agree, it is medium-reward.  It is also medium-risk.

I find Powerman and your criticisms of the card to be kind of shallow cuts.  You're both just pointing out things that the card wasn't designed to do.  If you start thinking about how the card would play on different boards you see that interesting game play can emerge from what you perceive as the card's weaknesses.

Ironmonger is cool because it is always at least a cantrip which means it is safe.  It's low risk, medium-high reward.  It's always mild filtering with potentially big bonus.  It's also really nice that you can turn it into a consistent village without much trouble at all.  Overseer doesn't work the same way -- because it is terminal at least half the time, you cannot safely mass them.



"Shallow cuts"?  Seriously?  If that's what you see, then you are missing the point.  Look, I really do like the card, but that doesn't mean I'm going to dismiss valid criticism of it.

You can make Overseer reliable... really?  Three of the options are terminal, which means it's a fool's errand to rely on it as a village.  You need to play multiple terminals (itself) to guarantee that option, and then you only get the village once. 

This is actually the key thing -- you can make it reliable, but you can't get any of the bonuses en masse!  In practice, you're not going to get any of these bonuses 3 or more times in a turn, and even getting one particular bonus twice is unlikely.  The only options where it's fine to just get one instance is Woodcutter for +Buy and maybe Workshop.  Even then, you get just one extra Buy so you're probably not going to be triple-Provincing or picking up 3 engine components or what have you.

So now what you have is a card whose primary niche seems to be "providing +Buy, but you have to really really work for it".  Overall, that makes it medium-high risk for niche medium reward.  Often being terminal makes it risky, and the primary reward is the +Buy on a board with no other +Buy.

My question is still, when would you buy this?  What is the intended game play?

You can't really count on it for anything except for +Buy, and even that is very difficult to make consistent.  So it seems to me that you would throw it in to an already-working engine as "grease", except this grease is less reliable than Pawn or Steward or any of the other choices because choices get taken away as you go.

Again, I like the card, and I can think of tweaks that might help.  For example, add an extra Pawn-like space that also resets the board.  That way you can more easily secure +Buy and it also makes it easier to stack multiples in creative ways.  Or, each of the choices could be made more powerful so that you can actually use Overseer as payload consistently, regardless of which option you choose.

The criticism that has been brought up so far is definitely valid and it shouldn't be dismissed out of hand.  I don't think the issues are unsolvable, but it's up to voters to decide whether the necessary tweaks can be made within the limits of the contest.
« Last Edit: October 25, 2013, 12:25:03 pm by eHalcyon »
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KingZog3

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #179 on: October 25, 2013, 03:14:30 pm »
+1

When is the next voting round going to start? And what's the cutoff vote limit?
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dghunter79

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #180 on: October 25, 2013, 03:45:58 pm »
0

I don't really see how the "reward" of Ironmonger is medium-high, but the reward of Overseer is only medium.  Ironmonger is a low-risk, low-reward card.  Overseer is a medium-risk, medium-reward card.  That feels like the most accurate way to put it.

It's niche is engines, and I don't think only engines with no other +buy.  But, you'd usually want it in those engines.  (And on boards like where Overseer is the only buy, engines are probably weaker.)  I think it might also be a good card to open with if you're going to build an engine.  Sometimes better than Ironmonger as an opening buy. 

It's utility will depend on how bad the bad options are for that board.  Sometimes more than one of them will be bad, and in that situation, the card is really bad, because if you play the bad options, you're freeing the card up for your opponent.

But, it's not like any of the card's options are "eat a bumblebee."  They're all usually decent-to-harmless.  And sometimes, none of the options are gonna be bad, and the good options are going to be really good.  For example, it might work as a Fool's Gold enabler.  The Workshop and Woodcutter options will be good, and the Peddler and Smithy options will be fine.  And by the middle of the game, all those values will shift.

I agree it's not a power card, but I do think it'd be middle-third at worst.  And fun.

eHalcyon

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #181 on: October 25, 2013, 03:57:53 pm »
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Ironmonger can be high reward because its possibilities are Laboratory+, Peddler+ and Village+.  The filtering bumps it up.

What role does Overseer play in engines?  What is the ideal use case?  The options are not all "decent to harmless" because most of them are terminal, and cheap terminals at that.  There will be better terminals to play.  For use in engines, you need to have outside action support and probably draw support as well.  If you have those without Overseer, why get Overseer at all?  That's why +Buy seems to me to be the only use case.

What part of Overseer makes it particularly fun?




Again, I like the general concept but I'm positive that it needs tweaks, potentially big ones.
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KingZog3

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #182 on: October 25, 2013, 05:07:14 pm »
0

I agree that with tweaks, and most probably changing some of the options, Overseer could be interesting.
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dghunter79

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #183 on: October 25, 2013, 06:15:59 pm »
0

Ironmonger can be high reward because its possibilities are Laboratory+, Peddler+ and Village+.  The filtering bumps it up.

What role does Overseer play in engines?  What is the ideal use case?  The options are not all "decent to harmless" because most of them are terminal, and cheap terminals at that.  There will be better terminals to play.  For use in engines, you need to have outside action support and probably draw support as well.  If you have those without Overseer, why get Overseer at all?  That's why +Buy seems to me to be the only use case.

What part of Overseer makes it particularly fun?

Peddler plus a fingernail-clipping.  That's pretty low-reward to me.  Which makes sense, cause it's pretty low-risk.  In other words, as you say, a "safe" card.

Overseer, even if you don't need the +buy, can be a nice opener because it helps you build an engine, by picking up engine pieces.  Not as reliably as Ironworks, but on the other hand, later on you can use it as Village, Smithy, or Peddler.  And then end game you can once again use it as Woodcutter, or Workshop.

Why is it fun?  Well, look, if you think Ironmonger is cool because it's always safe, maybe it's not fun to you.  Maybe you think safety is what's fun.  But cards that can produce variable effects, like Tournament and Black Market, are fun to me.  I mean, there are also people who hate Black Market.  But not me.  I prefer a swiss-army knife to a ball-peen hammer.  Not to knock ball-peen hammer fans.

Overseer also has this new method of player interaction and resource struggle.  I mean, you voted for the card.  You concede that there's about it you like.  So I think you must have some sense of why it would be fun.

eHalcyon

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #184 on: October 25, 2013, 08:24:52 pm »
+1

Laboratory+ is huge though.  Peddler+ is better than a $4 card.  That is not low reward; you're underestimating cycling and filtering.

I say again that the concept is neat, but there are certainly issues to consider.  Are you arguing that it's perfect as is?  It really sounds like it, which is why I am responding more critically than I might otherwise.  The un-fun thing about this card is how often you can get burned by it.  You buy it for some purpose, and then the opponent always manages to get it before you.  I can see that being extremely frustrating.
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dghunter79

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #185 on: October 26, 2013, 12:52:28 am »
0

Laboratory+ is huge though.  Peddler+ is better than a $4 card.  That is not low reward; you're underestimating cycling and filtering.

I say again that the concept is neat, but there are certainly issues to consider.  Are you arguing that it's perfect as is?  It really sounds like it, which is why I am responding more critically than I might otherwise.  The un-fun thing about this card is how often you can get burned by it.  You buy it for some purpose, and then the opponent always manages to get it before you.  I can see that being extremely frustrating.

I wouldn't say perfect, but I think it's very playable as is, without upping its power-level.  (I think the frustration-factor is looming larger than it should.)  It's on another level than the other cards in the contest, in terms of polish, and I think it should win this round.  That's just my opinion!

Warfreak2

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #186 on: October 26, 2013, 04:36:34 am »
+1

Is it your card, perchance?
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Asper

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #187 on: October 26, 2013, 07:09:17 am »
+1

Is it your card, perchance?

If it is, defending it so vigorously is bad form. I - as probably one or two others - think my card is the best here, but i don't walk around saying "Vote for my card."

Edit: Anyhow, i think i can say those are the cards i voted for: Dance, Acropolis, Homestead, Nouveau Riche
« Last Edit: October 26, 2013, 07:15:26 am by Asper »
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markusin

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #188 on: October 26, 2013, 09:07:09 am »
0

Is it your card, perchance?

If it is, defending it so vigorously is bad form. I - as probably one or two others - think my card is the best here, but i don't walk around saying "Vote for my card."

Edit: Anyhow, i think i can say those are the cards i voted for: Dance, Acropolis, Homestead, Nouveau Riche
Of course I think my card is the best!

Well okay, maybe not for every contest.
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dghunter79

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #189 on: October 26, 2013, 02:12:44 pm »
+1

Is it your card, perchance?

Ew, gross. No.

Powerman

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #190 on: October 26, 2013, 06:54:37 pm »
0

Yes, Overseer can give you +Buy, which can be huge.  But just because something can be huge, does not make it automatically worth a high cost.

I think we all can agree that Ruined Market should not be available as a kingdom card for $5, even though it could let you win the game that you bought it in!

Likewise, a theoretical card "+4 cards, +4 actions" for $2 would not be balanced even if sometimes you ran out of cards to draw.

Sure Overseer can be a Woodcutter;  Woodcutter is the worst $3 card.  How does that make Overseer a good $4 card, if it's 1/4 best usage is the worst $3 card?  Because you CANNOT build a good engine with 1 village (see Necropolis).  Or with one draw card.  Or one peddler.  Band of Misfits is good because you can choose to copy the card under $5 that you need; this lets you choose 1 that you might need, and not a second time till you use others that you probably don't.

FWIW, I think it would be MUCH more balanced at $3.  It'd still be at best middle 3rd, but it'd be playable.
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Nic

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #191 on: October 27, 2013, 02:39:01 am »
0

Yeah, the conversation's been interesting, but maybe we should start talking about another card. Ironmonger is reliable because it always gives you the cantrip and the filtering (and because you can spam them until the variable bonus becomes reliable). With this guy, giving a flat +1 action on top would be lunacy, but it needs a good flat bonus that'll tempt you to put it in your deck, even as a 40% terminal. "Gain a coin token' feels right to me; if we switch from the mat to using randomizer cards, I'll vote for this in the Guilds contest.

"Setup: Lay the randomizers for Village, Smithy, Workshop, Peddler, and Woodcutter in the center of the board. These are the District cards."

I think you already know where to go from here   ;D

This would require owning Base and Prosperity, which is probably not ok for an Intrigue-themed Treasure Chest card.
getting warmer . . . You might not own Base if you own Cornucopia. That's why Young Witch doesn't say "Setup: Add Moat to the supply". Any time you have the temptation to reference a specific card, there's a dominiony and an undominiony way to proceed.
« Last Edit: October 27, 2013, 02:40:13 am by Nic »
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Asper

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #192 on: October 27, 2013, 07:42:26 am »
0

Alright, let's talk about other cards:


Quote
Landlord
Types: Action – Victory
Cost: $5
+2 Cards. You may discard a Victory card. If you do, +1 Action.

Worth 1 VP per empty Supply pile.

I didn't vote for this. Why? I just didn't think it did something new. I guess it plays as "get as many Landlords as you can". Hmm... Of the cards i didn't vote for, i think this is one i wouldn't mind winning.


Quote
Dance
Types: Action – Attack – Reaction
Cost: $4
Choose one: Each player (including you) puts a card from his hand on top of his deck; or each player puts his deck into his discard pile.

When another player shuffles, you may reveal and discard this from your hand. If you do, +2 Cards.

I assumed this card would be fixed by a "Each player with at least X cards in hand" clause. I think people who didn't vote for it because it can destroy turns forgot that you should also vote for cards that you think can be fixed. This is very easy to fix. I also think it should allow putting the deck in other players discards additionally to the topdecking attack. Other than that i like how subtly the attack and the reaction synergize.
I admit that when i think about it, there probably were cards who deserved my vot more than Dance, though. Maybe even one or two i didn't vote for - no accounting for taste.


Quote
Acropolis
Types: Action
Cost: $5
When you play this, +1 Card per unused action you have (Action, not Action card). +2 Actions.

I like cards that make players go for different stragies. This makes you be a Village Idiot, and i think it's a hilarious/clever idea. As the card starts as a Necropolis, it's probably pretty bad on it's own, which makes it even more interesting to me.


Quote
Prefecture
Types: Action – Victory
Cost: $5
Reveal cards from your deck until you reveal a Victory card. If you do, put it and one other revealed card into your hand. Discard the rest.

Worth 2 VP.

I think this is clever, but it just isn't good. If the first card you reveal is a Victory, it does basically nothing (yeah yeah, edge case, Harem, actions left...). Then again, it's allready almost a Duchy. I don't like how it anty-synergizes with itself and is so much against Intrigue's "deal with Victory cards" theme.


Quote
Monastery
Types: Action
Cost: $4
Gain a card costing up to $6. For each $1 over $4 it costs, each other player may choose one: he trashes a card from his hand; he gains up to 2 Coppers, putting them into his hand; he discards his hand and draws 5 cards.

It's okay, but i think it fits more into Prosperity with its non-attack interaction and ability to gain expensive cards... Also i think the downsides might be too big.


Quote
Overseer
Types: Action
Cost: $4
Put a marker on an empty District of the Overseer Mat. If you put it on the…
Residential District, +1 Card and +2 Actions
Craftsmen's District, +3 Cards
Commercial District, +1 Card, +1 Action, and +$1
Industrial District, gain a card costing up to $4
Logging District, +1 Buy and +$2
If four districts of the mat have a marker, remove all the markers.

Rules Clarification: There is one communal Overseer mat, split into the five districts.

Ugh... First, it has 1st player advantage. Second, it introduces tokens and mats and still is just a iunreliable bundle of allready known effects. The card is a lot of old things, put together with new things that make the card more complex or unfair without need. I never thought "choices" should be seen as typically Intrigue, and this is the perfect example of a choice-card that has nothing to do with Intrigues other main themes - hybrids and dealing with victory cards. Let alone the mat is absolutely un-intrigue. It's probably balanced or can easily made balanced, but i think it shouldn't take a spot that could be filled with a card that actually fits Intrigue.


Quote
Shrine
Types: Action – Victory
Cost: $5
+1 Action. Choose one: trash a card from your hand; or +1 Card.

Worth 2 VP.

Kind of like Landlord, a Victory card that does something special. It's astounding how many votes Landlord got and how few Shrine got. I preferred this over Landlord and still didn't vote for it.


Quote
Tiller
Types: Action
Cost: $4
Trash a card from your hand. The player to your left chooses a card in the Supply costing at least $2 more than the trashed card. Gain it.

I liked it, but it didn't get my vote. It's also not so intrigue-ish, but i don't mind it.


Quote
Nouveau Riche
Types: Action
Cost: $4
You may discard an Estate. If you do, +3 Cards. You may discard a Duchy. If you do, +$2. You may discard a Victory card. If you do, +1 Action.

Clarification: It should be clear from the wording here, but you don't choose between these three options. You choose whether or not to do each in order.

Encourages decks you usually don't want and really goes with Intrigue's victory theme - even has choices, hooray. Also don't see why some people didn't get the wording which is basically Hamlet's. I don't know if it's as much fun when playing as is when looking at it, but i think it's a very good fit and could come straight from Intrigue.


Quote
Secret Plot
Types: Treasure – Victory
Cost: $3
Worth $1. When you play this, each player may set aside a card face down on his Secret Plot mat. You may look at the cards on your mat at any time; reveal them and return them to your deck at the end of the game.

Worth 1 VP for each differently-named card on your mat that no other player has a copy of on his mat.

People allready wrote a lot about this, and while i'm still not sure how strong it would be, i think this gives too many points to be ignorable if you can get many of them. I don't like cards you can't usually skip (see Rebuild), and so this didn't get my vote.


Quote
Concerto
Types: Action
Cost: $3
+1 Action. Look through your discard pile. You may reveal a card from it and put it on the bottom of your deck. If it is an… Action card, +1 Action; Treasure card, +$1; Victory card, +1 Card.

Forgot to comment on this one above - i liked it. You think +2Actions or +1Action,+1$ is terrible, but as it is basically a nonterminal small Scavenger (with the risk of finding an empty pile)/Herbalist, is allready has something to speak for it. Maybe should cost 2$ and have another name, though.
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cluckyb

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #193 on: October 27, 2013, 01:25:17 pm »
+1

Alright, let's talk about other cards:

Quote
Prefecture
Types: Action – Victory
Cost: $5
Reveal cards from your deck until you reveal a Victory card. If you do, put it and one other revealed card into your hand. Discard the rest.

Worth 2 VP.

I think this is clever, but it just isn't good. If the first card you reveal is a Victory, it does basically nothing (yeah yeah, edge case, Harem, actions left...). Then again, it's allready almost a Duchy. I don't like how it anty-synergizes with itself and is so much against Intrigue's "deal with Victory cards" theme.

I think the anti-synergy is the best part. If you can draw most of your deck with it, you have a lot of choices. Of course, "draw one card from anywhere in your deck" isn't always great -- in villageless decks its just a terminal gold and this is far worse than "draw one card from your deck"

But maybe if this got tweaked so you draw until you reveal *two* victory cards, then put one of the revealed victory cards and one other revealed card into your hand. Then you are not hosed by the one card case, and more likely to actually be better than a terminal silver. (which would be way worse than Harem, albeit at a cheaper price)


Quote
Quote
Overseer
Types: Action
Cost: $4
Put a marker on an empty District of the Overseer Mat. If you put it on the…
Residential District, +1 Card and +2 Actions
Craftsmen's District, +3 Cards
Commercial District, +1 Card, +1 Action, and +$1
Industrial District, gain a card costing up to $4
Logging District, +1 Buy and +$2
If four districts of the mat have a marker, remove all the markers.

Rules Clarification: There is one communal Overseer mat, split into the five districts.

Ugh... First, it has 1st player advantage. Second, it introduces tokens and mats and still is just a iunreliable bundle of allready known effects. The card is a lot of old things, put together with new things that make the card more complex or unfair without need. I never thought "choices" should be seen as typically Intrigue, and this is the perfect example of a choice-card that has nothing to do with Intrigues other main themes - hybrids and dealing with victory cards. Let alone the mat is absolutely un-intrigue. It's probably balanced or can easily made balanced, but i think it shouldn't take a spot that could be filled with a card that actually fits Intrigue.

Balance issues aside, there are plenty of "choice" cards that don't fit "hybrids and dealing with victory cards" in Intrigue. Pawn. Steward. Torturer... especially when "choices" were called out by LastfootNote as a theme for this round I don't really get how you can dock the card there.

Quote
Quote
Shrine
Types: Action – Victory
Cost: $5
+1 Action. Choose one: trash a card from your hand; or +1 Card.

Worth 2 VP.

Kind of like Landlord, a Victory card that does something special. It's astounding how many votes Landlord got and how few Shrine got. I preferred this over Landlord and still didn't vote for it.

Because Landlord is an interesting alt-VP where as this is just a shitty action with 2 VP slapped on to make it worth more and is as such, super boring. There is no real reason for this to be a victory card, other than "oh its intrigue and I wanted a hybrid"
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ChocophileBenj

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #194 on: October 27, 2013, 04:51:28 pm »
0

Okay, now let's tell some truths I hold for myself too long...

I hate many of the winners of the previous contest and this one, especially Almoner, Aqua Vitae and Diviner.
But maybe it's my fault, maybe I'm just unable to understand what makes a good card.
« Last Edit: October 28, 2013, 05:45:22 am by ChocophileBenj »
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Chocolate is like victory points in Dominion. Both taste good but they'll hurt you if you eat too much of it instead of something else in your early days.

cluckyb

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #195 on: October 27, 2013, 05:44:46 pm »
+6

Calm down dude

a) This round isn't even over yet. We're waiting on Lastfootnote to provide instruction on what the second round of voting is going to look like

b) I never said the card was shitty, I said the action was. The card is boring because it gains nothing from being a hybrid victory card. Nobles already fills the space of a shitty action made good by tacking on VPs to it.

c) No one knows who makes each card. No one is personally attacking anyone when they discuss the cards. They are discussing the cards themselves. If you can't take criticism of your cards / handle people not voting for your cards, you shouldn't be entering the contest.
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ChocophileBenj

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #196 on: October 27, 2013, 05:56:06 pm »
0

Well, in fact I didn't expect Shrine to win and I agree the VP came out with no real reason. But still... zero votes...

And I'm truly surprised of some winners of some previous cards. But I didn't tell, because... I thought people were right and I was wrong. But now I think this has gone too far... I'm no more able to hold it for me.
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KingZog3

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #197 on: October 27, 2013, 10:09:10 pm »
+1

Well, in fact I didn't expect Shrine to win and I agree the VP came out with no real reason. But still... zero votes...

And I'm truly surprised of some winners of some previous cards. But I didn't tell, because... I thought people were right and I was wrong. But now I think this has gone too far... I'm no more able to hold it for me.

Shrine has 2 votes. You have to realize that your cards seem better to you. I think my card is great, but it's a skill to know that sometimes you didn't make the best card ever, and mine isn't super amazing. Shrine is a trasher that plays the same as any normal trasher (Identical to Forager pretty much) that deosn't hurt your deck after you don't need it anymore. Oh yeah, and with some VP under it. Take the VP out and the card looks dull. It's plain, and the VP makes it look more complex when it isn't.

Also, there are other cards with no votes. And you should know that those are the cards with major problems.

I made Wedding (Everyone bashes the name, but the name is unimportant. It can be changed. Besides I'm reading Game of Thrones, so Wedding seems like attack to me :P) and it got 6 votes, but it also has a trash different amount of cards for different effects mechanic. It may not be super interesting, and there are for sure more interesting cards in the contest, but I thought at least it's something that I haven't seen done before.
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rinkworks

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #198 on: October 27, 2013, 10:37:33 pm »
+11

Okay, now let's tell some truths I hold for myself too long...

You probably should have held onto those truths.  To my eye, this post isn't so much about constructive criticism as the venting of a poor loser.  If this was not your intent, feel free to correct me; either way, I would encourage you to reconsider the parts of your post that perhaps come off too personally or aggressively.  I'm sure we'd all like to see people being encouraged to submit their ideas here, not greeting their efforts with degrees of hatred on a scale.  In the end, different people are going to have different opinions about what works and what doesn't, what's fun and what isn't.  We have to respect that.
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jackelfrink

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #199 on: October 28, 2013, 07:37:15 am »
+2

.....I'm sure we'd all like to see people being encouraged to submit their ideas here.....
I told myself after the last one of these that I would stop posting here and just lurk. But since 'breaking the silence' seems to be the thing to do in this thread .....

No. No we don't.

What people here want, at its core, is debate. They want deliberation and sparing. Its like a sword fight. To challenge their skill and ability as a debater against the skill and ability of some other debater. The cards themselves are practically beside the point, used only as the field of battle upon witch the debate can be held.

Its why I had to stop posting. I could never wrap my head around the notion that bickering with people was ~fun~. I see others throwing themselves into the dispute with all the reckless abandon of guys playing paintball and not actually caring about who does or does not capture the flag as long as they get the thrill of shooting at each other.

This is also why reminders of "the card will likely go through balancing" never stick. People will easily latch on to complaining that they do not like the name of the card or that it is too strong to cost $3. That's because the core mechanic is likely fine but arguing is so fun they need to find something to argue about. Because the back and forth sparing is what they take the most joy in.

Submitting new ideas here is not what is encouraged or what people want to see encouraged. Jumping into the thick of the fray is what is encouraged and what people want to see encouraged.
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XerxesPraelor

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #200 on: October 28, 2013, 07:45:12 am »
0

search "CAP smogon" and look at the forum they have there. I think that's a good example of what I hoped this would become. They have purpose, and they have good debate. In fact, the point is not the cards, and is the debate, but the point of the debate is to broaden our knowledge, not to attack other people. Debate can be good if it has its goal in mind, and lots of people don't. Let's solidify what we want and go from there.

I actually think we should focus more on the cards than CAP does on its final product, but that's only a matter of degree and not of purpose.
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NoMoreFun

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #201 on: October 28, 2013, 09:28:56 am »
+1

search "CAP smogon" and look at the forum they have there. I think that's a good example of what I hoped this would become. They have purpose, and they have good debate. In fact, the point is not the cards, and is the debate, but the point of the debate is to broaden our knowledge, not to attack other people. Debate can be good if it has its goal in mind, and lots of people don't. Let's solidify what we want and go from there.

I actually think we should focus more on the cards than CAP does on its final product, but that's only a matter of degree and not of purpose.

The one thing I don't like about that project is the complete disregard they have for the pokemon they create as anything other than to fill holes in the metagame. The fact that they "threw out" all the gen 4 CAPs when gen 5 came around turned me off the whole thing.

Also it only focused on the most used pokemon, and didn't really aim to add variety, fun (beyond balance) or interest to the game. Just balance.

The best thing a Dominion Card can offer is a concept that changes the way you play the game when its around. It's ok if it's so overpowered that it's a must buy, as long as the game that forms around everyone buying that card is interesting and fun. Same goes with weak cards - if they can let you win in interesting ways it doesn't matter if they aren't particularly good at it.

I'm not convinced either the CAP model is the best way to find the good fan cards. The best thing about this competition is the large number of original ideas submitted, and the more the competition encourages such things the better.

On the other hand, cards like "Aqua Vitae" don't look original, but are good, balanced cards that would add good gameplay variety (and IIRC I voted for it). The idea of a spammable card that still depends on having "junk" in your deck to be effective is original and interesting. Cards that look similar can have dramatically different effects on the game.

This is why I proposed saying the concept of a card in another thread. That way we can truly vote for what makes dominion cards interesting instead of making a false choice between simplicity and originality.
« Last Edit: October 28, 2013, 09:30:07 am by NoMoreFun »
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KingZog3

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #202 on: October 28, 2013, 12:15:23 pm »
+5

For those people saying this is contest about arguing, I don't think so. I find people offer constructive feedback. The thing is that this is not face to face, so you don't know the tone someone says something in. WW made a video which was good, because I could here his tone and his meaning with what he said. He said my card was boring, and I don't take offense because that's what he thinks. He didn't say it maliciously, nor did he say I'm not good at making cards or not good at Dominion. He just didn't like the idea. So for those who are complaining that no one votes for your card, or that we all hate you because we trash talked your card, just remember that no one is saying these in anger or hatred. They're saying as remarks and opinions.

This is also why reminders of "the card will likely go through balancing" never stick. People will easily latch on to complaining that they do not like the name of the card or that it is too strong to cost $3. That's because the core mechanic is likely fine but arguing is so fun they need to find something to argue about. Because the back and forth sparing is what they take the most joy in.

People talk about the price because it's there. I don't vote based on the price, and I don't think most people do. It's there because it had to be. Actually, I think we should not put the price of the cards for this vote. It should be about the mechanics. But everyone stop being angry that your cards are not popular or that people don't agree with you. Sometimes your cards (and mine) are not as good as others. It's just a fact. I live with the knowledge that people found my card boring. I wake up every morning knowing this, yet I still make it through the day without getting angry about it.
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dghunter79

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #203 on: October 28, 2013, 04:48:06 pm »
+2

Quote
Traitor
Types: Action – Attack
Cost: $4
+$1. Choose one: Name a card costing up to $3 and each other player with 5 or more cards in hand discards a copy of the named card (or reveals a hand without it); or, choose an Attack card from your hand and play it twice.

My card!  It took its knocks this round.  As you'd expect, I liked it more than its detractors.

I started wanting to do a Throne Room for attacks.  There's three ways to do it.

1.  It's a Throne Room for attacks and nothing else.
2.  It's a Throne Room for attacks and it's a vanilla action.
3.  It's a Throne Room for attacks and an attack itself.

(1) seemed wrong, because the card would be dead if there weren't attacks.
(2) is fine, actually.  There's already plenty of cards that refer to attacks and are more fully "themselves" when attacks are on the board, but that do other boring things as well.  Moat, Lighthouse, Horse Traders, Squire.
But, when I was designing the card, I didn't see things this way.  It felt like it had to be (3).  It would be a Throne Room for attacks and would itself be an attack you want to Throne.

My original thought was that it should be a weak attack, since it also has this other thing that it does.  At first, it was "$1, each player with 4 or more cards discards one."  In other words, half a Militia.  Throne it, and get the full Militia.

But that felt really weak.  You'd like, never buy it over Militia, or Cutpurse, or Urchin.   I realized Throne room for attacks is actually not a great benefit.  It's not just that there have to be attacks on the board -- they have to be attacks you want to Throne.  That's I dunno, maybe 80% of them?  I'm just not sure that there's many boards where you want a Throne room just for attacks.

So, I decided that the attack DIDN'T actually need to be weaker.  It should actually be an attack first, and the Throne Room would just be sort of like the attack's player-benefit, like the 3 cards of Torturer.  (Though you wouldn't be able to get both.)

I explored the space of choose-a-card-for-your-opponent-to-discard that Pillage occupies.  I'd read about an early card that went "Name a treasure, everyone discards one."  (It might have become Cutpurse.)  It was too killer when Gold was named.  So I handicapped it by capping the value of the card at 3, then handicapped it again by having it only attack 5-card hands.

That had the neat effect where you could Throne the attack, name a card you know your opponent doesn't have, force them to reveal their hand, and then choose a card for them to discard.  But then further plays of the attack would be worthless.  So it was an attack that was strongest when played exactly twice!  Heavenly.  I gave it $1 also.  Now it's a good (though swingy) attack -- it can be better than Militia, but it can also whiff.  It has two player-benefits beyond the attack, but neither one is that great, and you can't have all three at once.  It seemed balanced enough to me.

Criticisms
People thought the attack was too strong.  Some thought it was too strong to also have the Throne effect, but a lot of people thought it was too strong an attack just on its own.  The feeling seemed to be: it's just too frustrating to discard a Silver or -- GOD FORBID -- a Village.

That's fine as far as voting is concerned.  It's very subjective, but vote your heart if you like.  This is a card for people who like attacks.  I like them because I like building slow engines and then relying on a barrage of attacks to slow my opponent down once the engine kicks in.  But I also enjoy the brutality of a Traitor-Swindler opening.

As far as gameplay is concerned, I'm not convinced the attack breaks the game.  And that's because no one makes you buy Silver.  No one forces you to build a deck that relies on three-dollar Villages.  So the attack can be built against.  It's unique in privileging 4s over 3s, which I like.  Well, on some boards you just need those Fishing Villages.  On those boards, you want this attack!

The more valid criticism was that the card is political in multi-player.  With my two player blinders on I didn't see that flaw.  But, if everyone reveals their hand, you can choose between force-discarding one player's silver or the other's Village.  That's pretty bad.  I dunno if it kills the card or if the politics will be limited enough.  It's at least an interesting game-play choice.

I wanted the name to be something that meant Informer.  Traitor was my favorite of those.  Of course, my own criticism of the card is that it is a homophone for another card.  If it junked, you could reveal Trader to block Traitor.  Oh, the laughs we would have.

cluckyb

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #204 on: October 28, 2013, 04:57:22 pm »
+1

Was the government shutdown again and no one was told anything? Only possible explanation for LastFootnote's absence =)
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markusin

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #205 on: October 28, 2013, 05:05:56 pm »
+3

Wait, why is everyone revealing their cards now if there is still another round of voting?

Also, while prices can be changed, I prefer having them be part of the submissions. It's nice to have a suggested price for each card, rather than try to figure out what the price of each card should be. That would be a headache. Also, sometimes the price is important because it highlights self-interaction (or lack thereof).
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SirPeebles

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #206 on: October 28, 2013, 05:15:31 pm »
+4

I feel like "Vote for the concept, we can tweak it later" is cute and sounded great, but in practice I don't feel that it's working, at least for me.  Maybe because we don't seem to have a formal tweaking procedure.  Maybe because "tweaking later" is just so vague.  I'm thankful for this contest, but in the future I would prefer to either stick with voting for cards as submitted or to make the entire enterprise less competitive and more collaborative from the start.  I'm not sure how one would do that though.
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Asper

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #207 on: October 28, 2013, 05:23:49 pm »
0

Quote
Shrine
Types: Action – Victory
Cost: $5
+1 Action. Choose one: trash a card from your hand; or +1 Card.

Worth 2 VP.

Kind of like Landlord, a Victory card that does something special. It's astounding how many votes Landlord got and how few Shrine got. I preferred this over Landlord and still didn't vote for it.

Because Landlord is an interesting alt-VP where as this is just a shitty action with 2 VP slapped on to make it worth more and is as such, super boring. There is no real reason for this to be a victory card, other than "oh its intrigue and I wanted a hybrid"

Hmm... Maybe i have no good reasons to like it, but i still kind of do... I think some cards have to look/be simple to be good. "Rising complexity" and stuff. But i can definitely understand if somebody disagrees with me on this.
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Warfreak2

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #208 on: October 28, 2013, 05:39:39 pm »
0

I think "tacked on" VP can be appropriate for balancing a card. For example, Nobles without VP is strictly better than Smithy but not by enough to cost $5; it can be made to work either by giving it a reaction, or by making it a Victory card.

By making a card worth VP, it enables an engine player to take a lead so that they won't coming from behind for the rest of the game; the dual-type can also be a fun interaction with a bunch of cards (I remember leaving a Nobles on top of Stef's deck once, only then realising why Fortune Teller wasn't the best choice).

Shrine without VP, though, would be reasonably priced at $2, and would probably get more play that way - an early game trasher that isn't junk later.
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Nic

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #209 on: October 28, 2013, 06:36:04 pm »
+1

Wait, why is everyone revealing their cards now if there is still another round of voting?

Also, while prices can be changed, I prefer having them be part of the submissions. It's nice to have a suggested price for each card, rather than try to figure out what the price of each card should be. That would be a headache. Also, sometimes the price is important because it highlights self-interaction (or lack thereof).
Again, even if we don't know the exact cutoff we still have a good idea of what cards made it to the final round. It's essentially the same list as before, but now LFN can take the top five, nine, or eleven cards to the next round. If your card got eight votes or less, I don't think there's any danger in talking about it. I like the secret histories better when they're spread out, rather than getting them all posted on the same day.


Now that voting's over, I guess I'll give my opinion on the top five.
Quote
Landlord - 16 (5.8%)
Types: Action – Victory
Cost: $5
+2 Cards. You may discard a Victory card. If you do, +1 Action.

Worth 1 VP per empty Supply pile.
Yes. It's an alt-VP that's powerful enough to force rushes, but I like this better than Silk Road or Duke. Because those cards power up with the amount of green in your deck, you get penalized for losing the SR/Duchy split, above and beyond the raw point value of each card. If you split the Tunnels or Islands 2-6, you're down (6-2)*2=8 points, while losing the Duchy split 2-6 in a Duke game makes it impossible to win, even if you contest the Dukes and buy a bunch of Provinces. Giving you points for having more points than your opponent is a really stupid bonus, and I like this card because it synergizes with itself without falling into that trap. It's worth the same amount of points for each player, and it gives you more utility in a clogged deck. I would be very happy if this won.

Quote
Overseer - 13 (4.7%)
Types: Action
Cost: $4
Put a marker on an empty District of the Overseer Mat. If you put it on the…
Residential District, +1 Card and +2 Actions
Craftsmen's District, +3 Cards
Commercial District, +1 Card, +1 Action, and +$1
Industrial District, gain a card costing up to $4
Logging District, +1 Buy and +$2
If four districts of the mat have a marker, remove all the markers.

Rules Clarification: There is one communal Overseer mat, split into the five districts.
Already given my opinion. I'll vote for it in a future contest, if it gives a useful flat bonus and switches to randomizer cards instead of a mat. Heck, I'll vote for any card that makes the randomizers useful.

Quote
Prefecture - 13 (4.7%)
Types: Action – Victory
Cost: $5
Reveal cards from your deck until you reveal a Victory card. If you do, put it and one other revealed card into your hand. Discard the rest.

Worth 2 VP.
 
Quote
Homestead - 10 (3.6%)
Types: Action – Victory
Cost: $4
+2 Actions. Reveal cards from the top of your deck until you reveal a Victory card. Put that card into your hand and discard the rest.

Worth 1 VP.
Yes and yes. I seem to be unique in that I like both of them, and I actually like Homestead a bit more. It'd be fun to see what sort of decks people would make if Homestead was the only village, but it is worrying that you might have to shuffle multiple times a turn.

Quote
Monastery - 10 (3.6%)
Types: Action
Cost: $4
Gain a card costing up to $6. For each $1 over $4 it costs, each other player may choose one: he trashes a card from his hand; he gains up to 2 Coppers, putting them into his hand; he discards his hand and draws 5 cards.
Not feeling it, sorry. The concept is fine, but the options are way goofier than they need to be. "Draw a card; or trash up to two cards from your hand" would have made me happy, but as is, it just feels bloated. Maybe make the trashing better and toss the second option?
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HeavyD

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #210 on: October 28, 2013, 07:58:51 pm »
+4

This is my first time commenting on the cards. Now that cards have been narrowed down and there is a top 5, I actually have time to comment.  :P

16 Votes
Quote
Landlord
Types: Action – Victory
Cost: $5
+2 Cards. You may discard a Victory card. If you do, +1 Action.

Worth 1 VP per empty Supply pile.

I really like the concept of an alt VP that helps filter (hence my attempt with Pasture during Hinterlands Challenge), which is probably why this was voted over Shrine. It would really shine when there is another alt VP and +Buy cards that help you go for the rush, but in and of itself, not too overpowered. It has nice self-synergy. It is simple (HALLELUJAH!). It fits Intrigue well as it cares about Victory cards and is a hybrid Victory card. I'm an all around fan; my favorite to win. ;)

10 Votes
Quote
Monastery
Types: Action
Cost: $4
Gain a card costing up to $6. For each $1 over $4 it costs, each other player may choose one: he trashes a card from his hand; he gains up to 2 Coppers, putting them into his hand; he discards his hand and draws 5 cards.

I'm 50/50. Concept wise, this is up there next to Landlord for me. I love a Workshop that can go over $4 at the cost of benefiting your opponent. But the benefits listed are so wordy, I don't necessarily like them, and there are 3. I know Intrigue has a theme of choices, but (a) most of the cards you are choosing from a card you have in your hand and (b) I can already see myself having to verbally communicate all 3 options to the people I play with every time I play the card. I like Nic's idea of "draw a card or trash up to two cards," and honestly, if that could be a for sure change I would strongly consider putting it above Landlord. If the creator of Monastery doesn't mind that kind of change and tells LFN to inform us, my dreams may come true. If the world revolved around me (which it does on occasion), both of a slightly altered Monastery and Landlord would make a spot in the Treasure Chest set. ;D

13 Votes
Quote
Prefecture
Types: Action – Victory
Cost: $5
Reveal cards from your deck until you reveal a Victory card. If you do, put it and one other revealed card into your hand. Discard the rest.

Worth 2 VP.

I know people have tried to sell the "search your deck for your key card" idea, and I think this fixes the major problems of such a card with anti self-synergy, and stopping at a Victory card. I used to really like the idea, but the more I dr-think on it, the less I like the concept.

13 Votes
Quote
Overseer
Types: Action
Cost: $4
Put a marker on an empty District of the Overseer Mat. If you put it on the…
Residential District, +1 Card and +2 Actions
Craftsmen's District, +3 Cards
Commercial District, +1 Card, +1 Action, and +$1
Industrial District, gain a card costing up to $4
Logging District, +1 Buy and +$2
If four districts of the mat have a marker, remove all the markers.

Rules Clarification: There is one communal Overseer mat, split into the five districts.

Confession... I marked this one off because of the mats... It's a good idea, I'm just the sour grape that doesn't want mats.

10 Votes
Quote
Homestead
Types: Action – Victory
Cost: $4
+2 Actions. Reveal cards from the top of your deck unti you reveal a Victory card. Put that card into your hand and discard the rest.

Worth 1 VP.

Bottom of the totem pole for me. I don't really see much benefit unless there are other hybrids out there. Am I missing something obvious? I probably am...  :-\
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KingZog3

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #211 on: October 28, 2013, 08:39:32 pm »
+1

I don't think you're missing anything about Homestead, HeavyD. It draws itself, while skipping over your good cards. But it's worth 1VP, so you'll have lots of action, you just need other cards to use the action this will give you. It's like an opposite Farming Village but gives you a point instead.
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Robz888

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #212 on: October 28, 2013, 09:10:27 pm »
0

Is there actually a top 5, is that just it? What is going on with this contest? LFN, we really need guidance!
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KingZog3

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #213 on: October 28, 2013, 09:17:09 pm »
0

People are just commenting on the 5 cards with the most votes. Other people are telling which are their cards if they have under 8 votes.
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markusin

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #214 on: October 29, 2013, 12:24:18 am »
0

I feel like "Vote for the concept, we can tweak it later" is cute and sounded great, but in practice I don't feel that it's working, at least for me.  Maybe because we don't seem to have a formal tweaking procedure.  Maybe because "tweaking later" is just so vague.  I'm thankful for this contest, but in the future I would prefer to either stick with voting for cards as submitted or to make the entire enterprise less competitive and more collaborative from the start.  I'm not sure how one would do that though.
There have been more tweaks to cards during the voting phase than after the winner was announced. I prefer having the final card be as close to the submitted card as possible. Yeah, a vanilla bonus boost/reduction can be made here and there, but I want to know that the card I vote for is the card I get. So far, I've been more pleased with the submissions that I playtested in their final form. I think that, somehow, a card that is well balanced from the start makes a better impression on the voters.
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markusin

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #215 on: October 29, 2013, 12:26:38 am »
0

Wait, why is everyone revealing their cards now if there is still another round of voting?

Also, while prices can be changed, I prefer having them be part of the submissions. It's nice to have a suggested price for each card, rather than try to figure out what the price of each card should be. That would be a headache. Also, sometimes the price is important because it highlights self-interaction (or lack thereof).
Again, even if we don't know the exact cutoff we still have a good idea of what cards made it to the final round. It's essentially the same list as before, but now LFN can take the top five, nine, or eleven cards to the next round. If your card got eight votes or less, I don't think there's any danger in talking about it. I like the secret histories better when they're spread out, rather than getting them all posted on the same day.
I'm just wondering if it's okay to know which players' card is in the top 5. Theoretically, one can deduce that through process of elimination.

I will say now that my card is not in the top 5.
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Qvist

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #216 on: October 29, 2013, 07:53:52 pm »
+3

Okay, now let's tell some truths I hold for myself too long...

You probably should have held onto those truths.  To my eye, this post isn't so much about constructive criticism as the venting of a poor loser.  If this was not your intent, feel free to correct me; either way, I would encourage you to reconsider the parts of your post that perhaps come off too personally or aggressively.  I'm sure we'd all like to see people being encouraged to submit their ideas here, not greeting their efforts with degrees of hatred on a scale.  In the end, different people are going to have different opinions about what works and what doesn't, what's fun and what isn't.  We have to respect that.

Wait, rinkworks is back too. Woot!

dghunter79

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #217 on: October 29, 2013, 10:02:03 pm »
0

Here's my thoughts on the other 4 cards in the top ten other than Overseer.

Quote
Landlord
Types: Action – Victory
Cost: $5
+2 Cards. You may discard a Victory card. If you do, +1 Action.

Worth 1 VP per empty Supply pile.

I don't know how great the top-of-the-line ability is.  To the degree it "self-synergizes" it still becomes "discard a 5-cost card for +1 Action."

Then, the variable VP part of it is interesting.  But, it's basically a Duchy at best in two- or three-player games.  That's nice, but it's not worth spamming for either the Action or for the VP aspect of the card.  And since it isn't really a card you want a lot of, the pile will rarely run out, and so it doesn't really play into the whole "empty Supply pile" flavor of the card.  Which means it's really just a pretty nice card to have one or two of on boards where you know a 3-pile is likely.

I think maybe it could be stronger.  It could cost 4.  It could draw 3 cards.  Or, it could be "reveal" instead of "discard" a victory card.  But, I think VP cards that rely on universal game states for value are kind of hard to balance.

Quote
Monastery
Types: Action
Cost: $4
Gain a card costing up to $6. For each $1 over $4 it costs, each other player may choose one: he trashes a card from his hand; he gains up to 2 Coppers, putting them into his hand; he discards his hand and draws 5 cards.

I agree this could be interesting if it were streamlined into a single, fairly severe, drawback.  Perhaps opponents get a Silver per $-over-four of the card you gain?  Maybe the 2nd one is gained in hand?

Quote
Prefecture
Types: Action – Victory
Cost: $5
Reveal cards from your deck until you reveal a Victory card. If you do, put it and one other revealed card into your hand. Discard the rest.

Worth 2 VP.

I have a hard time telling, but it seems like the top part isn't that strong. 

I don't know if Prefecture needs to be a Victory Card itself.  In engines with plentiful actions, that makes the card really good, since your upside is now drawing another Prefecture to play, plus a good card.  But in money decks it becomes really bad to get more than one; you're more likely to draw a dead Prefecture.  If it were just a card that cared about Victory cards, and not a Victory card itself, it would be less polarized bad-for-money/good-for-engine.  More flexible.

Quote
Homestead
Types: Action – Victory
Cost: $4
+2 Actions. Reveal cards from the top of your deck unti you reveal a Victory card. Put that card into your hand and discard the rest.

Worth 1 VP.

The Action seems like it's almost always worse than plain Village.  Tough sell at 4.  Maybe it could grab two Victory cards?

LastFootnote

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #218 on: November 08, 2013, 03:50:11 pm »
+1

Dudes, the results of the initial poll have (finally) been moved to the results post. The poll has been removed and soon (no, really) there will be a new poll for the top 5 contenders.

But now that the authors of all the other (non-top-5) cards have been made public, I'm going to talk about my card, Committee. Post to follow.

EDIT: OK new poll is up. It will run for seven (7) days!
« Last Edit: November 08, 2013, 04:24:06 pm by LastFootnote »
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LastFootnote

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #219 on: November 08, 2013, 04:46:01 pm »
+1

Quote from: LastFootnote
Committee
Types: Action
Cost: $5
+$2. The player to your left names a card. Reveal the top 4 cards of your deck and choose one that is not the named card. Trash it or gain a copy of it. Put the untrashed cards back in any order.

So, Committee. This is another potential Enterprise card that I entered to get some feedback, so I thanks to those of you who critiqued the card!

Most of the responses seemed to be along the lines of, "This seems too powerful." Preliminary playtesting indicates that the card isn't nearly as powerful as it seems. Yeah, it can be powerful, but you need to work to make that happen. Or get really lucky. Sometimes both. All of the incarnations of the card that I've tried always look a lot more powerful than they are. So I can either have a good card that looks overpowered or a really mediocre card that looks powerful. I chose the first one. I'm not entirely sure why the card is weaker than it looks, but it's probably because people think, "Oh, I'll turn over a bunch of awesome cards and pick the second-best one!" But that's not how it goes unless you've used some other strong trashing card to trim all the junk out of your deck. Sometimes you're turning over the card your opponent named and a bunch of dreck. The trashing really is the consolation prize compared to the gaining.

One of the most common comments is that it should disallow gaining (and possibly trashing) Victory cards. If I were to add this clause, it would probably have to be instead of the player to your left naming a card. With both stipulations, the card is really weak and bums you out because you think it's going to be strong. I could somewhat counteract this by having it reveal more cards, but that gets unwieldy once you get beyond 5 cards. I think the naming is way more fun/interesting than a flat "can't gain Victory cards". It allows the player to your left to name Province once you have a Province in your deck. This seems to be enough of a check on the card's power. It's kind of clunky in that you'll often be naming Province once they buy a Province, but this means that it makes you want an early Province (kind of a cool thing) and it's an interesting decision until you get that Province. Sometimes it's an interesting decision afterward because you know the top 4 cards of his deck (from the last Committee he just played).

Another comment is that the card would probably be fine at $5 without the +$2. Trust me, it would not. I could potentially cost it at $3 or $4 without the +$2, but I think that would be a worse card. You usually don't want to open with it anyway and without the +$2, the trashing option is really abysmally bad. It's like an extra-crappy Doctor. At $5 with the +$2 it's comparable to Jester, Explorer, and Rogue. It's probably better than Explorer and Rogue in most games, but not always. Rogue is way better when you can play enough of them to destroy your opponent's deck or when you're fighting over a key card that's going to be bought out fast. Jester gets much better with more players, which Committee does not. Explorer is better when you can draw your whole deck, whereas Committee is useless once your deck is empty.

I played a couple of mock games with this version of Committee the other day to test it. The first game had Swindler and Minion. I thought, "Oh, I'll use Committee to gain Minions faster than the opponent!". LOL NO. The other player named Minion until the Minions were gone and then named Curse so that the Committee player couldn't trash the Curses from Swindler. The Committee player lost incredibly badly. Then the next game had some sort of strong trashing (Chapel or Remake, etc.), and the player with Committee took off. Overall it seems on the powerful end of the $5 spectrum, but it's good in some games and bad in others without being terribroken. I doubt it's more powerful than Wharf, etc. Overall I'm happy with the card so far, although more playtesting may very well reveal that it needs more tweaking.

/rambling
« Last Edit: November 08, 2013, 04:50:05 pm by LastFootnote »
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Jack Rudd

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #220 on: November 08, 2013, 04:46:55 pm »
+4

Enter Seaside contest, submit serious card: get 1 vote
Enter Intrigue contest, submit Scout joke: get 6 votes

Such is the way of this forum.
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eHalcyon

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #221 on: November 08, 2013, 04:53:11 pm »
+1

Re: Committee -- what if, instead of +$2, the "gain" option gains the card to your hand?  Overall this would be a nerf, but sometimes it is equivalent (gain a Silver) and sometimes you can do some neat things with it (gain an action card, play action card).
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LastFootnote

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #222 on: November 08, 2013, 04:54:32 pm »
0

Re: Committee -- what if, instead of +$2, the "gain" option gains the card to your hand?  Overall this would be a nerf, but sometimes it is equivalent (gain a Silver) and sometimes you can do some neat things with it (gain an action card, play action card).

Interesting idea, but on a terminal Action card, I think it just encourages you to gain Silver and Gold with it, which I think would make it less interesting in practice.

EDIT: Besides, I already have a (non-terminal) Remodel variant in the set that lets you put the gained card in hand.
« Last Edit: November 08, 2013, 04:58:57 pm by LastFootnote »
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soulnet

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #223 on: November 08, 2013, 04:57:35 pm »
+1

Quote
Courtier
Types: Action – Attack
Cost: $4
You may gain a Duchy. If you didn't, gain a Silver. Each other player may gain an Estate. If he didn't, he gains a Copper.

I made Courtier and I just want to say it is incredible how off some predictions on power are. I guess this is probably true for many, if not all, cards, but of course, I just felt it on my own.

The most accurate I have seen is that it is similar to Marauder in power, which it certainly is. It gives less crappy junk, but it never runs out. Silver gaining is comparable to Spoils gaining, although I would say in an engine game is worse, but in BM is better. So, in Intrigue alone is probably a bit better, which is reasonable (better within its own expansion) but with all the expansions, were engines are usually the way to go, the Silver gaininig is worse than Marauder's Spoils gaining.

About the Duchy gaining. Yes, it is much nicer than Marauder's spoils in the endgame. But it also gives Estates to the opponents (for 2 players at least, it gets better with more players as Estates will run out faster than Duchies, but is a bit counteracted by the fact that Duchies are usually more likely to be bought than Estates). So, I gain Duchy, you gain Estate. Basically a terminal action for +2VP, since we both got a dead card in our decks. I don't think +2VP an nothing else is a lot, although it is flexible.

As WW and maybe some else said, it is pretty good in slogs, because both Silver and Duchy are good cards. But you are also giving Copper first and Estates later to the opponent, which are also good cards in slogs if the board is good for a slog. It may force a mirror, though.

The only absolutely amazing combo is Rebuild, since the Duchy gaining is incredible, and the Estates are sometimes ok and sometimes bad for the opponent.

Overall, I don't think this would be an extra powerful $4, and I think especially that it fits Intrigue really well (I like that even more than I like the card in a vacuum). I believe this aspect does not seem to be taken into consideration so much, at least on average.
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scott_pilgrim

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #224 on: November 08, 2013, 04:58:02 pm »
+1

My card was Dungeon:

Quote
Dungeon
Types: Action – Victory
Cost: $5
+1 Action. Trash up to 3 cards from your hand.

Worth 1 VP per $ in the cost of the cheapest card in your deck (in Coins).

This is the first time I've submitted a card that I've actually playtested.  I think Dungeon is one of my favorite cards I've made.  The thought process went: What ideas for alt-VP haven't been done yet?  Maybe something based on cost.  What measure would be easy to track when the game ends?  Either maximum or minimum cost in your deck.  Maximum cost doesn't work at all, because that's almost always going to be $8, so minimum cost it is.  But then it's dead in all games that don't have a heavy trasher in them, so it will need to be a heavy trasher so that it's often viable.  I had trash up to three just because there's not already a card that does that (Count is kind of similar though) and it seemed reasonable.  Eventually I worried that it was too weak and added the +1 action, though I'm not sure it's necessary.

Some people seemed worried that it's swingy, but I'm not convinced it's so bad.  If you have only one Dungeon, then you're looking at a Duchy's worth of point difference, which probably won't make a difference.  If you have several Dungeons, then you should pretty easily be able to trash any incoming junk.  Also, if there's a chance that Dungeon is going to be worth more than 0 VP, then you're running a pretty thin deck, so again you should be able to trash incoming junk.  It's possible for someone to Curse you and end the game in the same turn to negate all your Dungeons, so just don't get into a situation where that can happen.  Dominion already involves a lot of late game tip-toeing so I don't think it breaks anything there.  In most games with Cursers the Curses will be out before the game ends anyway, so it's not such a big deal.  Mountebank and other Copper junkers might be an issue, but I think those are more like counters to the card as a whole.

As I mentioned before I have played two games with Dungeon and it seemed fine, though probably on the strong side.  My biggest concern with it was that there would be a strategy of grabbing 1-2 Provinces and then piling Dungeons and trashing everything else in your deck so that the Dungeons are worth 5 VP, but man that's hard to do, so I think if you pull it off then you deserve to win.  It might work with $5 Peddler variants, but still, that's more like a combo than a broken strategy.

Anyway, I don't want to make it sound as though I think my card is perfect, because I don't.  The concerns that people brought up are valid; I just think they're not as big as some people made them out to be.  But since it didn't make it to top 5, I'll start talking about my favorite of the top 5 now, Homestead:

Quote
Homestead
Types: Action – Victory
Cost: $4
+2 Actions. Reveal cards from the top of your deck unti you reveal a Victory card. Put that card into your hand and discard the rest.

Worth 1 VP.

At worst it's a Necropolis that's worth a victory point, but it can also dig for itself, so it may be more like +3 or more actions.  I think it may be overpriced at $4, and even at $3 it may be weak, but I like weak cards, and it's definitely not so weak that it will never get bought.  There are games where you'd probably buy Necro for $3, and this is a decent amount better than Necro, so I think it's fine at $3, maybe comparable to Great Hall.  Of course it also combos with the other dual types in Intrigue.  Homestead+Great Hall turns your Homestead into a Village, but together they are worth 2 VP, which is cool I guess.  I think a Homestead+Nobles engine would be fun.  If you trash your Estates, it's like +1 action and then +1 action per Homestead in your deck.

Might comment on the others later.
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eHalcyon

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #225 on: November 08, 2013, 05:19:27 pm »
0

Quote
Homestead
Types: Action – Victory
Cost: $4
+2 Actions. Reveal cards from the top of your deck until you reveal a Victory card. Put that card into your hand and discard the rest.

Worth 1 VP.

This is a village that draws Victory cards, including itself.  In general, this is worse than a regular village.  Drawing an Estate or Province is only slightly better than drawing nothing at all.  sometimes it helps with cycling/filtering, sometimes it makes you skip your good cards.  It can be nice if you have other Alt VP that you want in hand, like Nobles.  Drawing more Homesteads is not that great because it only nets you more actions and little else.  Homestead is also worth 1VP, which helps to justify the $4 cost, but I don't find Homestead much more interesting than Great Hall.

Quote
Landlord
Types: Action – Victory
Cost: $5
+2 Cards. You may discard a Victory card. If you do, +1 Action.

Worth 1 VP per empty Supply pile.

Lab worth at least 1VP but isn't always terminal.  Still sounds decent to me.

Quote
Monastery
Types: Action
Cost: $4
Gain a card costing up to $6. For each $1 over $4 it costs, each other player may choose one: he trashes a card from his hand; he gains up to 2 Coppers, putting them into his hand; he discards his hand and draws 5 cards.

I think it is a fairly interesting Workshop variant.  My misgivings are that Intrigue already has a thematic Workshop variant in Ironworks.  A small worry is how slow this can make the game.  It has every other player make a choice, possibly two choices.

Quote
Overseer
Types: Action
Cost: $4
Put a marker on an empty District of the Overseer Mat. If you put it on the…
Residential District, +1 Card and +2 Actions
Craftsmen's District, +3 Cards
Commercial District, +1 Card, +1 Action, and +$1
Industrial District, gain a card costing up to $4
Logging District, +1 Buy and +$2
If four districts of the mat have a marker, remove all the markers.

Rules Clarification: There is one communal Overseer mat, split into the five districts.

I think the concept is interesting, but my love for the card has fallen since initial reading.  A necessary tweak is that a lot of the text must be put on the mat rather than on the card itself.  That's fine.  A second thing is that I feel the options will have to be tweaked, and they might have to be tweaked severely in order to have a fun and balanced card.  I'll leave it at that because specifics have been discussed to death already.

If it doesn't win, I definitely think the overarching concept deserves revisiting.

Quote
Prefecture
Types: Action – Victory
Cost: $5
Reveal cards from your deck until you reveal a Victory card. If you do, put it and one other revealed card into your hand. Discard the rest.

Worth 2 VP.

I like this as an interesting Tutor variant.  Terminal means that you need support if you want to do fancy action combos, and stopping on VP means that it gets in its own way.  That's pretty nice.  Might be a bit weak for $5, but it's also worth a cool 2VP.

I wonder if Prefecture would still be strong enough if, instead of being worth the flat 2VP, it got the more interesting VP clause from Landlord.
« Last Edit: November 08, 2013, 05:20:33 pm by eHalcyon »
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eHalcyon

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #226 on: November 08, 2013, 05:35:27 pm »
+1

My submission was Secret Plot.  Although I had another concept prepped for Intrigue, I decided in the end that it would probably be too boring for most voters.  There are also some potential wording/layout problems with the concept.  If I don't submit it to the next Intrigue contest, I'll probably make a post about it because I think it could be interesting for some of the Dominion Academics like LF or WW.  I think that this mystery concept of mine is quite interesting, but also rather subtle. :P

Anyway, Secret Plot.

Quote
Secret Plot
Types: Treasure – Victory
Cost: $3
Worth $1. When you play this, each player may set aside a card face down on his Secret Plot mat. You may look at the cards on your mat at any time; reveal them and return them to your deck at the end of the game.

Worth 1 VP for each differently-named card on your mat that no other player has a copy of on his mat.

Props to LF for rewording it to be a bit more elegant than what I had originally submitted.

I created this pretty late.  The inspiration for it was strictly in the name -- I thought "Secret Plot" would be a hilarious name for an Intrigue VP card.  It fits perfectly, and "Plot" is a pun because, you know, VPs are often named after places and a Plot is a piece of land... yeah?  Yeah.  So funny. :D

This is what I said about the card in my first review of the submissions:

The card itself is mediocre.  You can use it as an infinite Island, but everyone else gets that too.  That weakens it quite a bit.  Making it worth even one VP could be quite tricky as well -- Coppers and Estates are almost certainly never going to do anything for you.  Other VP cards are unlikely as well because opponents will be happy to Plot away their Provinces.  To get VP, you'd have to try putting away something decent.  Silver maybe, or Gold or a key action card.  But is that even worth it?  What if others have the same idea?  I guess it's thematic that way.

There is a practical concern in that people could very easily forget about revealing their mats at the end of the game and just dump them into the rest of their deck like with Native Village and Island.  There's also a significant amount of text to fit underneath the big coin.  Eh, this might be OK.
[/quote]

SP got a decent bunch of discussion on it.  I defended it a lot more than cards I've submitted in the past.  I still don't think there are really any abuse cases, even with Black Market.  I think the potential mind games would be fun, and thematically appropriate for an Intrigue card named "Secret Plot".  My biggest concern with the concept is still that it is probably too weak most of the time.

Thanks to the people who commented on it, even dghunter who seemed to really hate it. :P
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ConMan

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #227 on: November 10, 2013, 06:00:52 pm »
0

Quote
Usurer
Types: Action – Attack
Cost: $5
Discard any number of cards. Choose one: +$1 per card discarded; or each other player discards until he has the same number of cards in hand as you.
So, this was my card. It has everything an Intrigue card needs - choice, crippling interaction, gives you something to do with all those pesky Victory cards ... and it's completely broken, like I realised after the card list was posted. The original idea was going to be something like "For each card discarded, choose one: +$1, or each other player discards a card", but I decided to be all clever and change it so you only had to make a single decision. Not that the original version was that much better, but it required you to draw a few cards before you could completely pin the other player. I would still like to make a card with some kind of similar ability, but even I wasn't going to vote for this one.
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Archetype

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #228 on: November 10, 2013, 06:35:39 pm »
0

I didn't submit a card this time, but I'll comment on the top 5 briefly.

Homestead: Basically a Great Hall-Village, at the cost of $4. Concept would be interesting if Great Hall didn't exist.

Landlord: Really nifty card. Love that the maker didn't put something boring for it's VP clause. The synergy between the VP and the action is there, but it's not overly obvious which I think is the sign of a good design.

Monastery: Could possibly take too long to resolve, but the concept is novel. By choice for runnerup if Landlord doesn't win.

Overseer: Neat-o idea, but could probably have been executed better. Don't really want it to win (It's a bit too out there Intrigue-wise) but I hope it gets another look in it's own thread.

Prefacture: Cool stuff. The more you have, the less of a choice of cards to draw you'll have. But the more you have, the more often you'll be able to pick up cards. Not just playing them, but also having them as a stopping point for your card flipping.

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Robz888

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #229 on: November 10, 2013, 06:40:55 pm »
+2

Here is my card, which did fairly well:

Quote
Majordomo
Types: Action
Cost: $4
+1 Action. Discard a card. If it is a… Victory card, +1 Card; Treasure card, +2 Cards; Action card, +3 Cards.

I suppose it may have been less interesting than I thought it was, but I was really think of the Intrigue-specific mixed-type card case, where this would be a really fun powerhouse. Discard Great Hall for +4 cards!

That said, I do think the card should probably cost $3, and would sort of be on the weaker side.
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ChocophileBenj

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #230 on: November 10, 2013, 08:13:36 pm »
0

Okay, it's nonsense juste crying alone and leaving you...

and we have interesting cards here ! So I've voted, but I won't tell you for what ^^
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Nic

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #231 on: November 10, 2013, 09:28:13 pm »
+2

I wonder if Prefecture would still be strong enough if, instead of being worth the flat 2VP, it got the more interesting VP clause from Landlord.
I don't think every card needs to be IGG. Prefecture is a very well-thought out action card, and one of the consequences of its construction is that it needs to be typed Action-Victory; the exact value doesn't matter. Similarly, Landlord is an alt-VP with a unique scoring mechanism, and the best way to make that viable in a game is for the card itself to give you some utility in alt-VP rushes. I think fusing them together would not only be a waste of one really good card, but also make the result a little bloated.
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LastFootnote

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #232 on: November 12, 2013, 05:06:00 pm »
0

Sooooo, we have a few days left to go. If you remember, during this phase of the Seaside contest, I outed the authors and gave them a chance to defend their card. eHalcyon suggested that this time authors remain anonymous, but they could PM their thoughts to me and I would post them here. Ideally I would have done this right after the first poll finished, but then I up and disappeared.

ANYHOW, I know it's late in the game, but if any of the authors want to PM me a blurb defending their card, please do so. I have had one author already request to do this. I have also changed the poll such that anybody can redo his/her vote with the "REMOVE VOTE" button at the bottom of the poll. So if something you read sways your vote, feel free to have a do-over. I'm also going to extend the poll a couple more days, I think. Let's give people the weekend to talk about this.
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Robz888

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #233 on: November 12, 2013, 05:09:06 pm »
0

Well, Landlord got my vote. Bunch of cool cards, though.
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Polk5440

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #234 on: November 12, 2013, 05:29:37 pm »
+1

So, I have a little time to comment and vote this time.

Quote
Homestead
Types: Action – Victory
Cost: $4
+2 Actions. Reveal cards from the top of your deck until you reveal a Victory card. Put that card into your hand and discard the rest.

Worth 1 VP.

Seems fine to me. It combos with itself, so it doesn't have to be a dual-type heavy board to see some action. In fact, it could be sneaky good in some engines since it gives you sifting that doesn't get bogged down by Curses or Ruins. With just a little trashing you could set up a Homestead-chain (a la Venture chain) that also gives you a bunch of actions to spend and goes through your deck and discard -- not that you'll need it once you draw your whole deck and set up that mega-turn.

Quote
Landlord
Types: Action – Victory
Cost: $5
+2 Cards. You may discard a Victory card. If you do, +1 Action.

Worth 1 VP per empty Supply pile.

I like the VP depending on empty supply piles. It seems like it'd be good in engines, but green cards aren't good in engines. I suspect it's a nombo with itself, though. If you could pick some up late, that would be great. But for some reason, this doesn't strike me as a fan card that would be fun to play. Not my favorite "depends on the # of empty supply piles" card in the world.

Quote
Monastery
Types: Action
Cost: $4
Gain a card costing up to $6. For each $1 over $4 it costs, each other player may choose one: he trashes a card from his hand; he gains up to 2 Coppers, putting them into his hand; he discards his hand and draws 5 cards.

I love the idea of giving your opponents a choice of what benefit they would like. That sounds fun. I can see how this card would encourage fast games (fewer turns, that is) and be a little swingy, but I don't mind that style of play every once in a while. This is a concept worth voting for, but of the five cards, I suspect this one would require the most tweaking for balance.

Quote
Overseer
Types: Action
Cost: $4
Put a marker on an empty District of the Overseer Mat. If you put it on the…
Residential District, +1 Card and +2 Actions
Craftsmen's District, +3 Cards
Commercial District, +1 Card, +1 Action, and +$1
Industrial District, gain a card costing up to $4
Logging District, +1 Buy and +$2
If four districts of the mat have a marker, remove all the markers.

Rules Clarification: There is one communal Overseer mat, split into the five districts.

My first thought was: "Good grief. Are we playing Dominion or Lords of Waterdeep?" Then I thought about it more, and it could work, if you like that sort of thing. I don't like new mats and tokens, so I personally would never play with this card. But I can see the appeal of playing with it.... once. Maybe.

Quote
Prefecture
Types: Action – Victory
Cost: $5
Reveal cards from your deck until you reveal a Victory card. If you do, put it and one other revealed card into your hand. Discard the rest.

Worth 2 VP.

I don't have much to say except: It feels like Intrigue and I like it!
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LastFootnote

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #235 on: November 12, 2013, 05:35:04 pm »
+1

As of now, I've voted for Prefecture. I think it could maybe be cheaper, but overall I like it better than the other options.

Quote
Landlord
Types: Action – Victory
Cost: $5
+2 Cards. You may discard a Victory card. If you do, +1 Action.

Worth 1 VP per empty Supply pile.

I find both the top and bottom of Landlord to both be pretty uninteresting. The top is a weak sometimes-Lab and the bottom fluctuates between 1 and 3 VP in most games. Not exciting to me.


Quote
Overseer
Types: Action
Cost: $4
Put a marker on an empty District of the Overseer Mat. If you put it on the…
Residential District, +1 Card and +2 Actions
Craftsmen's District, +3 Cards
Commercial District, +1 Card, +1 Action, and +$1
Industrial District, gain a card costing up to $4
Logging District, +1 Buy and +$2
If four districts of the mat have a marker, remove all the markers.

Rules Clarification: There is one communal Overseer mat, split into the five districts.

I like the concept of Overseer. I can't speak for everyone else, but I personally probably won't be printing my own custom mat for it. Sleeving proxies is tough enough. I'd like people to be able to just buy a copy of Alchemy and proxy up this set, and Overseer would make that tougher.


Quote
Monastery
Types: Action
Cost: $4
Gain a card costing up to $6. For each $1 over $4 it costs, each other player may choose one: he trashes a card from his hand; he gains up to 2 Coppers, putting them into his hand; he discards his hand and draws 5 cards.

Monastery is clunky. Cool concept, but I'd rather see a cleaner implementation like, "Gain a card costing up to $6. Each other player may gain a card costing at most $2 less than it."


Quote
Homestead
Types: Action – Victory
Cost: $4
+2 Actions. Reveal cards from the top of your deck until you reveal a Victory card. Put that card into your hand and discard the rest.

Worth 1 VP.

Quote
Prefecture
Types: Action – Victory
Cost: $5
Reveal cards from your deck until you reveal a Victory card. If you do, put it and one other revealed card into your hand. Discard the rest.

Worth 2 VP.

Homestead is sort of like Prefecture. Perhaps a happy medium between the two would be best. Like a Prefecture that gave +1 Action, but was only worth 1 VP. That might be a cool Lab variant. Between the two, I'll take Prefecture.


My favorite card submitted was jackelfrink's Liege. I really like the "play this again" mechanic; it's something I've been trying unsuccessfully to fit into my own cards. I also like that it's a mild "attack" that is often just using your opponents' hands to draw you cards, rather than actually hurting them.

Quote
Liege
Types: Action – Attack
Cost: $5
+2 Cards. Each other player discards a Victory card (or reveals a hand with no Victory cards). If any player discards a card this way, play this again.

I agree with those who said it really anti-synergizes with Intrigue cards, though. Even more than Tribute, it makes you not want to buy Great Hall, Nobles, and Harem. I'd like to see it in the next Hinterlands contest! Cool interaction with Tunnel.
« Last Edit: November 13, 2013, 11:37:42 am by LastFootnote »
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LastFootnote

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #236 on: November 13, 2013, 10:11:35 am »
0

Author's commentary on Homestead:

Quote
Homestead
Types: Action – Victory
Cost: $4
+2 Actions. Reveal cards from the top of your deck until you reveal a Victory card. Put that card into your hand and discard the rest.

Worth 1 VP.

Quote
A popular idea for fixing scout is to make it a Victory card itself. I thought about how that would play, and while with Scout itself it wouldn't do much on its own, I thought some of the patterns were interesting. I looked at the card "1VP // +1 action, +$1, search for a victory card".  Early game, the searching was worse than "+1 card", but with trashing the self comboing takes over, but it chokes on green as the game draws to a close. Also interesting was how it didn't benefit to have multiple copies in the same hand. I feel like it gave the card a sort of "alien" feel; that these were cards that behaved like they were in a different game, but they interacted perfectly with Dominion cards. It also worked well with Harem and the other Action/Victory cards, so it seemed perfect for Intrigue.

This idea was given a name and a thread, and the consensus was that it was too strong for $4, too weak for $5. I wanted the card to be a $4 card for Ironworks and so the effect of buying many copies could be seen in more games, but I didn't like the "0VP" idea. I couldn't think of any good alt VPs that would reasonably seem worse than a flat 1VP, and the card was very wordy despite being simple. So, with Peddler being too strong, I looked to other simple cantrips. Lab self combo'd a bit too well and would definitely be a $5 card, although it's an idea I may submit to later competitions for being interesting in its own way. I ended up going with Village, although it seemed quite weak. With trashing it might be especially good for a Megaturn, although it can be wonky and you'll need to have the other engine components ready to go in your hand, just like with other non drawing Villages. It should probably be $3 but I didn't think it should be the same price as Great Hall, and of course it can't be $2 because estate is $2.

The key idea is the non terminal Victory searching combined with being a Victory card itself. I went with a cheap and simple version, but if the card wins I would be happy for it to mutate heavily as long as it gives at least +1 action, is a Victory card and digs for Victory cards.
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LastFootnote

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #237 on: November 13, 2013, 11:33:42 am »
+1

Author's commentary on Landlord:

Quote
Landlord
Types: Action – Victory
Cost: $5
+2 Cards. You may discard a Victory card. If you do, +1 Action.

Worth 1 VP per empty Supply pile.

Quote
The top half is very generic. Basically I thought the concept of a Victory card that filters itself would be a cool concept. I thought a Lab variant suited it well, although it looks a bit boring, it gets the job done. To make it a bit more "fancy," I attached the VP for empty Supply piles. I thought it would be an interesting enough mechanic that brought something new to the table, but kept the simplicity of a beginner set. I think it'd be awesome for someone to try to empty more than three piles to rank up points, and the reason Landlord doesn't have a "+Buy" is so you need supporting cards to make that happen. I know others are turned off by the possible empty 4-6 of the piles, but I don't think it would happen often enough for it to be an issue. Like (I believe) someone said earlier about Beggar/Gardens or Trader/Feodum. I don't think City/Candlestick Maker/Landlord would come up often enough for it to matter. After all, every card has power that is (at least somewhat) board dependent.

I'm awful with pricing cards. I'm starting to wonder if Landlord would actually be worth $4. Gardens usually end up being a cheap Duchy for someone going for Provinces, so maybe that would be a fairer price for Landlord. Anyway, either way, (like any author) I am proud of my card: I enjoy its self-synergy, its simplicity, how it fits in the theme of Intrigue, its new way of earning VP, how in the end of the game each Landlord is the same VP for everyone, and that it is a Hybrid-Victory card which filters.
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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #238 on: November 13, 2013, 03:04:39 pm »
0

Author's commentary on Monastery:

Quote
Monastery
Types: Action
Cost: $4
Gain a card costing up to $6. For each $1 over $4 it costs, each other player may choose one: he trashes a card from his hand; he gains up to 2 Coppers, putting them into his hand; he discards his hand and draws 5 cards.

Quote
The card started out life as a kind of friendly anti-ironworks; Gain a card costing up to $5. If it is an… Action card, [Some Benefit to Opponents]. Treasure card, [Some Other Benefit]. Victory card, [Some Other Benefit]. This turns out to be a bad idea for a number of reasons. In particular, what benefit the opponents get would never really influence what sort of card you chose to gain. However, Intrigue is about choices as well as different card types so why not let the opponents choose their benefit? I stuck with 3 possible benefits (one for each card type) as before although this possibly a mistake. I also wanted the possible benefits to include something useful in all deck types and at all stages of the game. So we have: trashing (for engines and early game), gaining Coppers in hand (for slogs and late game cash boost), and filtering (generally useful but maybe best in money based decks).

If I were to tweak the card now I'd probably give a choice of 2 rather than 3 possible benefits (choosing one of 2 nice things to happen to you counterpoints torturer in some sense). This would make it a bit less wordy and maybe quicker to resolve. A more niche range of benefits might also make for more interesting decisions on when to buy and how to use the card, although it does go against the "something for every type of deck" principle. If the card does win then I'd be happy for it to be changed along these lines so long as it keeps the form "Gain an expensive card with a choice of benefit to opponents."
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LastFootnote

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #239 on: November 14, 2013, 09:30:10 pm »
0

Author's commentary on Overseer:

Quote
Overseer
Types: Action
Cost: $4
Put a marker on an empty District of the Overseer Mat. If you put it on the…
Residential District, +1 Card and +2 Actions
Craftsmen's District, +3 Cards
Commercial District, +1 Card, +1 Action, and +$1
Industrial District, gain a card costing up to $4
Logging District, +1 Buy and +$2
If four districts of the mat have a marker, remove all the markers.

Rules Clarification: There is one communal Overseer mat, split into the five districts.

Quote
This started out trying to get a card like Minion that could combo with itself. Preventing you from repeating choices seemed like a good way to go about doing that as it let you create a card that did everything without doing everything at once (which would be too powerful). But then I realized a joint card could be far more fun than just keeping track of choices yourself. Sure it prevents the card from achieving the self-combo, but its more fun this way. The self combo is still sort of there (it can still gain itself, and you can still do village/smithy with it once, but even with no one else using it you still need other villages/drawers)

As far as the power of the card goes: I think I agree with most people that its probably weak because of the unreliability it provides. Its a balance that I probably didn't give enough thought to when creating the card. You want a group of powers that is diverse enough that the mechanic is meaningful, but you probably want enough sameness that people can get at least a little consistency out of the card because consistency is the bread and butter of dominion. As far as the mat mechanic goes: the amount of text on the card is a fair point. Moving the text to the mat, or using cards instead of mats (print text on card, put cards by supply, flip over cards to show they've been used) is probably a better idea. So some of the other cards are certainly far more complete ideas, but I think the mechanic of 'group set of choices that dwindles as more choices are made" works really well in a lot of other games and don't see why it couldn't be done with dominion as well.
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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #240 on: November 15, 2013, 12:04:34 pm »
0

Author's commentary on Prefecture:

Quote
Prefecture
Types: Action – Victory
Cost: $5
Reveal cards from your deck until you reveal a Victory card. If you do, put it and one other revealed card into your hand. Discard the rest.

Worth 2 VP.

Quote
Prefecture has actually gone through some testing long before this competition to get to its current position. The testing is cursory though, so the card is open to changes.

Prefecture plays a lot with positive tension. When you play a Prefecture, you will pull a select card and bad Victory card from your deck (assuming you don't draw another Prefecture dead) which will leave your deck better, shuffling notwithstanding. This means that you will almost always come out ahead in a subtle way for playing a Prefecture.
Some posters worry the Action is weak. I can assure you: It is not very strong, but it is fun to use. While the choice of cards it gives you is often not a real decision to make, but if you can play them, drawing Actions makes Prefecture really fun to play.
GendoIkari pointed out that alternating Village and Prefecture makes Prefecture into a Laboratory. This is true, but doesn't properly emphasize that Prefecture is like a Laboratory that is worth VPs and, with light trashing, hunts for itself. Like Laboratory, it would take time to build up, so it is not likely that any game with a Village will work, even with the VP.
On that, I think it is valid to worry that the 2VP are too good attached to this Action. This has not received much testing at $5 producing 2VP, but I can imagine that players will almost always but 1 or 2 Prefectures on any table it appears... but that isn't necessarily a bad thing. Prefecture adds another question mark to "When should I green?" Prefecture doesn't hurt players' decks the same way a Duchy would, which makes Prefecture as a Victory card somewhat similar in utility to Farmland, but less tactical and more strategic.

Prefecture felt right at home in Intrigue from the day of its inception, being a hybrid Victory with an interesting choice mechanism built into it.
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GendoIkari

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #241 on: November 15, 2013, 03:36:16 pm »
+1

Author's commentary on Landlord:

Quote
Landlord
Types: Action – Victory
Cost: $5
+2 Cards. You may discard a Victory card. If you do, +1 Action.

Worth 1 VP per empty Supply pile.

Quote
The top half is very generic. Basically I thought the concept of a Victory card that filters itself would be a cool concept. I thought a Lab variant suited it well, although it looks a bit boring, it gets the job done. To make it a bit more "fancy," I attached the VP for empty Supply piles. I thought it would be an interesting enough mechanic that brought something new to the table, but kept the simplicity of a beginner set. I think it'd be awesome for someone to try to empty more than three piles to rank up points, and the reason Landlord doesn't have a "+Buy" is so you need supporting cards to make that happen. I know others are turned off by the possible empty 4-6 of the piles, but I don't think it would happen often enough for it to be an issue. Like (I believe) someone said earlier about Beggar/Gardens or Trader/Feodum. I don't think City/Candlestick Maker/Landlord would come up often enough for it to matter. After all, every card has power that is (at least somewhat) board dependent.

I'm awful with pricing cards. I'm starting to wonder if Landlord would actually be worth $4. Gardens usually end up being a cheap Duchy for someone going for Provinces, so maybe that would be a fairer price for Landlord. Anyway, either way, (like any author) I am proud of my card: I enjoy its self-synergy, its simplicity, how it fits in the theme of Intrigue, its new way of earning VP, how in the end of the game each Landlord is the same VP for everyone, and that it is a Hybrid-Victory card which filters.

So this has probably been discussed and I just haven't seen it, but if Landlord wins, and turns out to be at all too weak, I would highly support giving it +1 buy. I think it would be neat in terms of giving itself a possibility of a 4-pile ending, even though it would still be rare.
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AJD

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #242 on: November 15, 2013, 05:20:06 pm »
+1

Quote
If the card does win then I'd be happy for it to be changed along these lines so long as it keeps the form "Gain an expensive card with a choice of benefit to opponents."

I really like the practice of the authors of the finalists stating what they believe to be the core concept of the card.
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KingZog3

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #243 on: November 15, 2013, 05:32:20 pm »
+1

Quote
If the card does win then I'd be happy for it to be changed along these lines so long as it keeps the form "Gain an expensive card with a choice of benefit to opponents."

I really like the practice of the authors of the finalists stating what they believe to be the core concept of the card.

I agree. It makes people vote for the mechanic, not the execution.
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Fragasnap

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #244 on: November 17, 2013, 09:53:15 pm »
0

Quote
Landlord
Types: Action – Victory
Cost: $5
+2 Cards. You may discard a Victory card. If you do, +1 Action.

Worth 1 VP per empty Supply pile.
The biggest problem I see with this card strategically is that it is practically impossible to sneak a 3-pile, even with +Buys. If 3-piling is beneficial to one player, players will work to end the game first (which a Landlord player has to get dangerously close to already).

Quote
Overseer
Types: Action
Cost: $4
Put a marker on an empty District of the Overseer Mat. If you put it on the…
Residential District, +1 Card and +2 Actions
Craftsmen's District, +3 Cards
Commercial District, +1 Card, +1 Action, and +$1
Industrial District, gain a card costing up to $4
Logging District, +1 Buy and +$2
If four districts of the mat have a marker, remove all the markers.

Rules Clarification: There is one communal Overseer mat, split into the five districts.
This card is a pain to remember. As a Dominion Academic you can tell me it gives me a choice between Village, Smithy, Peddler, Workshop, or Woodcutter, and I know what you mean, but think about that from a beginner stand-point. What are those cards?
Thinking about a card trying to fit into Dominion: Intrigue as a starter set, this card looks pretty terrible, regardless of the options one can choose.

Quote
Monastery
Types: Action
Cost: $4
Gain a card costing up to $6. For each $1 over $4 it costs, each other player may choose one: he trashes a card from his hand; he gains up to 2 Coppers, putting them into his hand; he discards his hand and draws 5 cards.
I'm not sure most of the benefits are good enough to let players gain even $5, let alone $6. I might like this a bit better if it did have only two options, but then I'm not sure what those options should be to really counterbalance how strong this Workshop+ is.

Quote
Homestead
Types: Action – Victory
Cost: $4
+2 Actions. Reveal cards from the top of your deck until you reveal a Victory card. Put that card into your hand and discard the rest.

Worth 1 VP.
Have we considered the ridiculous amount of shuffling this card implies? It's all the problems of Scrying Pool and Hunting Party with none of the payoff. There is an alien sense as the author stated in having so many Actions if you can trash those Estates, but I don't know if I could deal with all the shuffling.

Quote
Prefecture
Types: Action – Victory
Cost: $5
Reveal cards from your deck until you reveal a Victory card. If you do, put it and one other revealed card into your hand. Discard the rest.

Worth 2 VP.
I keep flip-flopping on whether this is too weak or too strong. The top is certainly weak and will choke hard with other green even if it does somehow work when drawing itself. 2VP can be hard to ignore on a lot of boards in a non-dead card though...
« Last Edit: November 19, 2013, 06:31:27 am by Fragasnap »
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scott_pilgrim

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #245 on: November 17, 2013, 10:50:16 pm »
+2

Quote
Homestead
Types: Action – Victory
Cost: $4
+2 Actions. Reveal cards from the top of your deck until you reveal a Victory card. Put that card into your hand and discard the rest.

Worth 1 VP.
Have we considered the ridiculous amount of shuffling this card implies? It's all the problems of Scrying Pool and Hunting Party with none of the payoff. There is an alien sense as the author stated in having so many Actions if you can trash those Estates, but I don't know if I could deal with all the shuffling.

I think you're exaggerating a bit.  The maximum number of times you will have to shuffle your deck in a turn as a result of playing Homesteads is equal to the number of Homesteads in your starting hand that turn, which will probably be one most of the time, and occasionally two.  If you start with only one Homestead in your hand and play Homesteads continuously until you run out of them, you'll only ever shuffle once during that process.  Compare with Hunting Party, which can make you shuffle up to one time per HP in the chain.  So you can say that Homestead is not as exciting to you as HP or SP, and that's fine, but I don't think it's as bad as either of them in terms of how much it slows the game down.  I think it's more comparable to Golem.  If the number of non-Golem action cards in a Golem deck is on average less than twice the number of victory cards in a Homestead deck, then Golem causes more shuffling than Homestead.  I'm not really sure if that conditional is satisfied but I would guess it's close-ish, so I would think that Homestead would cause roughly the same amount of shuffling as Golem (which I think is considerably less than Hunting Party).

Also, note that even if you start with more than one Homestead in your hand, after the first time you shuffle, if you're playing with reasonable friends, you can just say "I have no green cards in my discard pile" and flash your discard pile, rather than shuffling it, revealing one card at a time, and then re-shuffling it the next time you need to draw.  In that case, whenever you play Homesteads consecutively, you will never need to shuffle more than once.
« Last Edit: November 17, 2013, 10:51:53 pm by scott_pilgrim »
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Fragasnap

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #246 on: November 18, 2013, 06:02:59 am »
0

So you can say that Homestead is not as exciting to you as HP or SP, and that's fine, but I don't think it's as bad as either of them in terms of how much it slows the game down.  I think it's more comparable to Golem.
In most games I don't shuffle every turn, but some cards imply that I will need to shuffle frequently. That takes quite a bit of time and is one reason I am bothered to play with Scrying Pool and Hunting Party in real life--which is every game I play. Golem's effect on shuffling is not really comparable as Golem is much harder to stack than any previously mentioned card because it's so expensive. Even when I have used Golem, I've usually built up such an economy that by the time I have 2 or 3 Golems in my deck I need to be buying green. Consider how much more accessible Homestead is than any of these three other cards. Also one Homestead has much more effect upon your shuffle than one Scrying Pool or Hunting Party does (even if two don't).

I imagine the best way to play Homestead involve having an absurd number of Actions through stacking them for some kind of payoff through (most commonly) card draw and Attacks. Homestead's application reasonably exciting, but it will still cause lots of shuffling really fast which can bog down games. It also could bring a rather dull certainty to the game. King's Court\Scheme is cute, but only fun once.
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LastFootnote

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #247 on: November 19, 2013, 11:41:51 am »
+4

Well, the poll ended yesterday and Fragasnap's Prefecture won! Congrats to Fragasnap and a hearty "great job!" to all five finalists.
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Asper

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #248 on: November 21, 2013, 06:31:29 am »
+1

Congratulations to Fragasnap for winning this. I hoped for a card that would actually support green cards instead of being harmed by them, but i can definitely live with this winner. In general, i thought the avarage quality of this contest was pretty high. Also:

Secret History of Nouveau Riche
The original premise of the card was to be a Baron for all the basic victory cards, especially the cheaper ones. I figured i would make the bonuses go steps from 3 to 1 and give a different reward for each, but with the biggest bonus for Estates, the middle one for Duchies, and the worst for Provinces. +3 cards +2$ and +1 Action seemed natural, and i placed the draw first to make the chance for getting the other two higher. "You may discard a province for +1 action" turned out too weak, and as most "reveal a Province" cards it was almost never useful. I considered making it "another victory card" so that any but Estate or Duchy would work, and decided that was still too weak. So it took the form it has now, where you can discard any victory card for the action.

I was very confident for this card in the Intrigue contest, as it is heavily relies on the "deal with victories" theme of Intrigue. Unlike Duke or Baron it doesn't interact with one type of victory card, though, and unlike them you actually need to mix different victories to get the most out of it. The name is based on the fact that many cards in Intrigue are nobles, and this is a new one which inpolitely steals their spotlight especially for Estate and Duchy interaction - also it originally came from my "Modern Times" expansion.

At last i'd like to remind KingZog (who wrote that "you may discard a victory card" was confusing considering you just did that) that Hamlet uses the exact same wording.
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KingZog3

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #249 on: November 21, 2013, 11:48:39 am »
0

At last i'd like to remind KingZog (who wrote that "you may discard a victory card" was confusing considering you just did that) that Hamlet uses the exact same wording.

I think I found it confusing just because it specifies Duchies and Estates, then just Victory cards. It sounds a bit like "Hey,I already did do that so I guess I should get this bonus too." But I mean, it is true Hamlet is like that. Maybe if they were on different lines, because I think the cards were all just written on one line. That way it would feel more sequential.
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Asper

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #250 on: November 22, 2013, 03:26:57 pm »
0

At last i'd like to remind KingZog (who wrote that "you may discard a victory card" was confusing considering you just did that) that Hamlet uses the exact same wording.

I think I found it confusing just because it specifies Duchies and Estates, then just Victory cards. It sounds a bit like "Hey,I already did do that so I guess I should get this bonus too." But I mean, it is true Hamlet is like that. Maybe if they were on different lines, because I think the cards were all just written on one line. That way it would feel more sequential.

Hope i wasn't rude - it was too late to have any influence on your vote, anyhow (not saying it would necessarily have influenced it at all), and it wasn't even a close call for Nouveau Riche... I guess it was just that i wanted to point it out before and feared i would make too obvious it was my card - but i wanted to, so i had to wait... Silly, i know.
« Last Edit: November 22, 2013, 03:28:02 pm by Asper »
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markusin

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #251 on: November 22, 2013, 05:20:07 pm »
+1

Congratulations to Fragasnap for Prefecture!

Strange how Landlord had more votes in the preliminary round.
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KingZog3

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #252 on: November 22, 2013, 05:30:57 pm »
0

At last i'd like to remind KingZog (who wrote that "you may discard a victory card" was confusing considering you just did that) that Hamlet uses the exact same wording.

I think I found it confusing just because it specifies Duchies and Estates, then just Victory cards. It sounds a bit like "Hey,I already did do that so I guess I should get this bonus too." But I mean, it is true Hamlet is like that. Maybe if they were on different lines, because I think the cards were all just written on one line. That way it would feel more sequential.

Hope i wasn't rude - it was too late to have any influence on your vote, anyhow (not saying it would necessarily have influenced it at all), and it wasn't even a close call for Nouveau Riche... I guess it was just that i wanted to point it out before and feared i would make too obvious it was my card - but i wanted to, so i had to wait... Silly, i know.

It didn't affect my vote. I did like the card, and I think I did vote for.
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Nic

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #253 on: November 25, 2013, 01:02:55 pm »
0

Soo, are the other four finalists gonna be outed?
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HeavyD

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #254 on: November 25, 2013, 01:13:12 pm »
+2

Soo, are the other four finalists gonna be outed?

My card was Landlord, and probably the closest a card of mine will come to winning; but Prefecture is a cool card, well done Fragasnap! It was weird how Landlord won the preliminary voting round and did worse in the later poll. Either way, a good card won.

I don't think the finalist have posted their "secret history" of their submissions because we (sort of) gave them to LFN to post anonymously during the voting.
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Nic

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #255 on: November 25, 2013, 03:10:22 pm »
0

Yeah, but I still promised some of them a +1.
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NoMoreFun

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Re: Treasure Chest Design Contest — Card #5: Intrigue
« Reply #256 on: November 27, 2013, 10:25:38 pm »
+2

I did Homestead. It's a different version of "Serf" which I've posted elsewhere. Congratulations to Fragasnap's Prefecture which seems to have the right idea about making a "demonic tutor" work. I'm not sure it's perfect as is but with tweaks it will make for a fantastic and unique card.
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