Alright, here comes the judge. If I missed anything, feel free to correct me; who knows, maybe i'm way off base on some of my judgements here. I think yall did a great job with the contest, so pat yourselves on the back, gain a Duchy or a card from the Prize Pile, etc.
Contest #67 JudgingSell • [TP] Inferno
So I've got two concerns with the viability of this.
The first and smaller one is a Copper at $5. Like technically Venture is also this but in practise it isn't - it finds some other treasure so it's randomly between $2 and whatever bank gives you, provided you aren't playing with Ducat. It's just kind of a bad plan for money-stuff.
The second (and larger one) is this moves stuff that's in play. That makes it prone to loops, especially when Villa and Cavalry exist. Since it's exchanging that makes it easy to return those to the supply and reap that benefit repeatedly.
Dinner • majiponi
I'm not sure why the set up instruction is like that?
It seems like a non-sequitur, like it doesn't follow from what the card does.
The top part seems decent - a little narrower than Changeling, better than Feast.
If this made the extra kingdom action pile not-in-supply and had the option to exchange for that or a card costing up to $5, that would make this more interesting.
not sure what you mean by
100% of getting $5-cost cards, or some possibility to reach $6 or more.
- like why you'd buy Dinner instead of Silver?
Atoner • NoMoreFun
Honorable MentionI really like this but it needs to be in a Cursing kingdom to work.
You could probably broaden this to "each player may exchange a card from their hand for a horse" and then cover all junk scenarios, including Curses.
Otherwise, this is really great.
Deed • Doom_Shark
Slight mechanical quibble but you shouldn't need to full on discard this, you can just reveal it from your hand.
This is good. I like it. A little plain (and kind of similar to Con Man's entry in effect) but good.
Entrepreneur • Aquila
FinalistI really like this. Very clever peddler that makes great use of the fact that its supply pile can refill.
Side note, i'm always surprised by the number of 'R's in Entrepreneur. I for sure skip like half of them when I say it aloud.
Notary, Heir + Letter • X-tra
Honorable MentionThis is really great. It's a non-terminal silver at $3, but only the first time you use it in a turn. It's got serious potential as a gold gainer as well. Good stuff. I think I'd change Letter to be "When you play an Heir, gain a Gold".
Inheritor, Minister, General, King • D782802859
The revision to Inheritor was well-needed. Still, I think it might be too cheap to have at $3, or too easy to pop off several in a turn; I largely agree with Gubump's critique. If you make General +3 Cards instead of +2, that would probably fix that; likewise if you changed Inheritor to be terminal (even leave on the +1 Card because it's awkward and makes for some awkward misses), I think it'd be better.
Angel, Devil • Supernova888
This is good. I like that Angel gets around the -1 Card token. I like the synergy where Devil encourages you to toss your bad cards on top of your deck (provided you have sufficient Angels next turn). Feel like a deck based around Angels will run into the "Lord Rattington's Junk Dealer problem", where you eventually end up trashing too much Good Stuff, entirely on accident. Feel like maybe you could've done more with Devil, like maybe make it Courtyard? As a cantrip it's kind of lackluster for its name.
Still, this is solid.
Coupon • ConMan
Honorable MentionEndgame as a mechanic is surprisingly straightforward (and could be retroactively applied to "Fleet"). What color would you make it? I feel like a Teal might be nice.
The concept on this is solid. It's a Smuggled Wish.
I'd play with the wording a bit though - I kept misreading it as you'd exchange Coupon for a card cheaper than Coupon, not a Card cheaper than the card they gained.
This is an honorable mention.
Brass • mandioca15
Sorry I made you change your first entry, I know that can be rough, trying to scramble and come up with something else. You did good with it though.
This is a neat spices/remodel variant. It's going to have kingdoms where it's mostly an overpriced silver, but it's good. I could see this being an actual card in an expansion whose focus is 'exchanging'. If I'd change one thing, I'd bump the "up to $ more" value to $3 (or change the cost of this to $4) - as-is, $7 is kind of a weird hole in the pricing number line. Would put this on par with like, Farmlands.
Balance, Discord, Order • somekindoftony
Balance is Very Good for its price.
Discord I don't know how many I'd want in my deck. Probably one. Maybe two if there's literally no other trashing.
Order is ... oof. Probably not fun to play against.
I'd take notes from Count for fixing Discord. Or like, have it set a card (any card? just actions or treasures? what would it mean to have a curse in play?) aside and play it at the start of your next turn in addition to everything else.
Order, it doesn't do anything directly for you (something all but three canon attacks do) and I can see it just kinda dragging out the game. It doesn't have a good counter in these cards really, which is just going to grind everything to a halt as people have to pad their decks with silvers from the 3 copper they could scrounge together. In 4+ player games, players could - from like, turn 5 on - never have a 5 card hand. Too brutal.
Order would definitely earn a place in my banlist next to Possession and Wall for changing the game in an unfun way.
Student, Study • mail-mi
This is incredibly centralizing.
I like the idea of Student becoming a Mega Market but idk if I agree with your price adjustment scheme here - probably just make it "costs $1 more per token on it.", because otherwise Student maxes out at $6.
I do like the flavor of Studying more than 4 times being pointless though. Feels accurate to real life.
Companion, Toy + Loyal + Friendly + Naive • Something_Smart
So I'm mostly going to judge your states - the Companion/Toy exchange seems to mostly be a way to obtain those.
I'm not sure if I understand why you'd ever want to have "Loyal" other than a hypothetical "oops all smithies" problem, or like, edge cases with throne rooms. The only time you'd 100% want it is when you build a deck that's (accidentally?) all terminals and even then it probably can't be counted on to stay yours.
Friendly and Naive are good, I can see use cases for those that aren't trying to bail out of a slog.
I think probably the easiest way to make this more viable would be have Toys be more limited than Companions - have maybe 5 of them - which would make it harder to take the states away from other players.
Pact / Fiend (split pile) • BlueHairedMeerkat
Honorable MentionThis has a neat flow to it. Copper -> Gold -> Fiend is Very Good.
It encourages Gold flooding, which will earn no love on the strategy minded parts of this forum that have decided that Gold is a Bad Card; I like it, although competitively speaking, I'm kind of a scrub.
Fiend as a gainer is potentially Really Good, especially in games with some of these other cards. I can see this being an actual pile in an 'exchange'-focused kingdom.
Nice job, and welcome to the forum.
Small Slime, Big Slime, Titanic Slime • pubby
FinalistTwo for one exchanging is Novel as Heck, the Flavor on this rules (I especially like the doubling costs - very nice). I think the only tweak I'd make is make Titanic Slime also give four actions, because you probably won't use all of them if your deck is slime-flooding anyway (and Diadem is the only thing that'd care about it.)
This is Extremely Good.
Way of the Bat • scolapasta
Just as a disclaimer, I don't think I've played enough with Ways to be a super-competent judge of them.
I can see this having its uses though, for sure, especially as a late-game Duchy gainer or to pull plenty of cards from the bottom half of a split pile (well, Plunder anyway) once it gets fully exposed.
However, I can also see it being ignored a lot. This probably isn't game shaping in the way Way of the Worm or Way of the Chameleon are.
The art is very good on this.
Way of the Spirit • grrgrrgrr
FinalistThis might be too good. Like, this potentially exchanges any $5 (or even $5*s like Fisherman) into a Ghost. Again, not a super competent judge of Ways. I'd love to play a game with this and see what happens when one person goes all in on getting Hella Ghosts.
Abandoned Laboratory • Gubump
I feel like this has too narrow a use case. Like, compare this to Experiment.
You buy two of these for $2. They turn into garbage in your deck. The only salvaging that garbage is either trashing (not always present) or a helpful way (super not always present).
You buy a single experiment for $3, it comes with a second. They turn into blank spaces in your deck. Maybe you have to buy more but maybe that's fine.
A neat idea, but needs some revisions. Maybe make these a superlab.
Job Fair • grep
FinalistAt first I didn't like this. It's got all the things that are frustrating about +|-$1 remodeling.
Then I reconsidered that all the cards go to the top of your deck. And this is non-terminal.
This is very good and cool, actually. This is a finalist.
Guest Room, Pension • Rhodos
FinalistPension is fantastic. Hopefully you'd have enough Villagers from your Guest Room to play the cards you draw this way.
Pay for exchange is a neat idea. I hope I'd remember to set aside enough $ in my buy phase to do this.
Welcome to the board.
Township • Fragasnap
FinalistThis is awesome. I don't know if I'd ever out-and-out buy one rather than buying Gold and swapping it right away - I guess I can see cases where you've got enough money but not this turn - but this is Very Good.
Way of the Recession • mad4math
Again, novice with ways here.
However I don't know why you'd ever do this - maybe if it's a card that moves anyway but doesn't go back to the Supply, like Treasure Map or Prince?
Seems very edge-case-y. Probably good with Reserve cards.
Grain, Flour, Bread • segura
I know you entered this as a half-joke, but I'm very glad you did, because I really appreciate the flavor. Of bread. and also the other cards.
I think (given that you're deciding 3/10ths of a kingdom (whether that's Harvest/Mill/Baker or Grain/Mill/Baker) any time you're including these) that you should make them more powerful; I've judged these as "effect and exchange" as you advised, and with the kingdom set up having Grain/Mill/Baker (no Harvest).
(to be clear - the version I'm judging:
• Grain reads "Gain 3 Horses. If you have a Mill in play, you may exchange this for a Flour."
• Flour reads "Reveal the top card of your deck. +1 Villager per $1 it costs. If you have a Baker in play, you may exchange this for a Bread.
(This is not in the Supply.)"
• no change to Bread.
I think Bread in general is very hard to judge. I get that it has to collide with Baker in order to even get to your deck, and the odds + cost of making that happen are fairly well documented with things like Treasure Map. However, this exists in a deck with Grain, which means those horses will help make that collision happen.
It's also a golden-deck enabling card. I think especially with things like Shepherd that lead to deck-cycling overdraw, this is way too good. I'd say make it "when you discard this from your hand during clean up, +2VP / 2VP per Bread you have" - turns are still going to be a limited resource; number of times you discard a card may not be. The buff to +2VP is to account for how late you'd likely get it.
Grain and Flour, I'd maybe try to include buys or trashing in some way? you're eating 3x the normal size of the kingdom with these, decreasing the odds for either of those mechanics to show up. Even like a weak Hamlet style "discard for Buy" on Grain or a "If you have no Villagers, you may trash the revealed card" on Flour (after the reveal but before exchanging). If these all only took up one kingdom pile, they'd be fine as-is.
As a side note, it was kind of frustrating to have to decide "how" your entry looked - the "if this is too weak, do this; otherwise" part - it's probably going to get you better results (vis a vis not inducing consternation on the judge) if your entry isn't 'choose your own adventure' for the judge.
Collier • navical
Honorable MentionThis is a very good $4 card.
I'm tempted to say it's too good for $4. I'm not going to, but it'd probably still be bought a lot at $5.
Like it's either a nonterminal copper remodeler (compare with Taxman or Mine, accounting for the terminality shift) or a nonterminal silver gainer (compare with Treasure Hunter, if that also gave a card and got rid of some junk).
I'd wager this is a game shaping card on the same level as Remodel or Sauna/Avanto.
I judged this assuming the exchange only happened if you had any number of Colliers in play, not assuming each one in play could exchange its own copper.
Siege, Battlement, Portcullis • spheremonk
Interesting use of Embargo tokens! I especially like the setup instructions.
I think you can get the font size larger if you change "This turn, you may buy one card from an Embargoed pile without gaining any Curses." to "The first time you buy a card this turn, ignore Embargo tokens". Granted there's a little change in functionality if there's, say, only one buy and you buy Forum or Cavalry first, but those are very edge-case-y.
I think you can probably condense Battlement and Portcullis into a single card - I don't know why you'd ever remove embargo tokens with Battlement, seeing as that'd mostly help other players - which would remove each of their below-the-line portion. Something like "Choose one: +$2; or trash a card from your hand costing up to $2. The first time you buy a card this turn, ignore Embargo tokens.
(This is not in the Supply)". Make it so I don't have to bust out the reading glasses.
Welcome to the board.
General, Resupply, Military cards • Optimal_Inefficiency
This is a lot.
I didn't attempt to fully read and internalize every military card - I skimmed - seems like a lot of them mimic existing cards (Longbowmen = Knights, Officers = Monument, and so on). Some of them seem like they could be viable cards on their own (Garrison). Some of them seem maybe too golden-deck potential-y (Treaty).
I'm going to talk in generalities here - I don't love the "most of these turn back into a general" part. Adding seven (seven!) cards to pick from every time you play a General is going to cause some serious analysis paralysis if you're playing with these IRL. Some of these attacks do nothing (Surprise - the only time this will "hit" is when a player has both a resupply and a silver, otherwise they can just choose one they can't do - see Torturer) and some of them exhibit undefined behavior (War Council - does that cost adjustment happen before or after any cost reduction? This makes Livery gain the entire Horse pile - is that ok?). Resupply is going to straight up confuse new players - "whys this worth $3 sometimes and $2 other times?" - and the rules for gaining it should really be on the cards that gain it (Longbowmen et al). You've got some inconsistencies with when things should be italic or have a line.
Your military card rule #3 goes against an existing rule - try trashing an Archive or Crypt you have in play some time using Bonfire, those cards stay out.
I'd try to edit this down quite a bit before any sort of paper playtesting - maybe have a military pile (similar to Tournament's Prize pile) and players reveal the top three cards of the military pile to exchange a general for?
Welcome to the board.
in no particular order....
Honorable Mentions:
• Atoner (NoMoreFun)
• Notary, Heir + Letter (X-tra)
• Coupon (ConMan)
• Pact / Fiend split pile (BlueHairedMeerkat)
• Collier (navical)
Runners Up:
• Way of the Demon (grrgrrgrr)
• Entrepreneur (Aquila)
• Guest Room, Pension (Rhodos)
• Township (Fragasnap)
• Job Fair (grep)
Winner:
Small Slime, Big Slime, Titanic Slime by pubby.