1
on: May 11, 2024, 06:36:46 pm
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Started by Axxle - Last post by silverspawn | ||
I'm actually so impressed right now
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2
on: May 11, 2024, 06:28:03 pm
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Started by Axxle - Last post by silverspawn | ||
3
on: May 11, 2024, 01:52:32 pm
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Started by Tiago - Last post by Tiago | ||
Contest Closed.
Judging in ~8 hours. |
4
on: May 11, 2024, 05:55:32 am
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Started by ChungBog - Last post by segura | ||
This is a massive achievement and I think that there are a lot of great cards in this. Overall it is a bit too vanilla-ish for my taste.
WAYS Way of the Wolf is the only Way I know that makes an Action strictly better than the original non-Way version. I think that this is a dubious design choice. ALLIES Border Kingdom could use a clearer wording (or a simpler version) but is easily my favourite Way. Lord of Manor and Merchant Convoy don't need the "per 1 unspent" wording; you can just write "you may spend a Coin and a Favour for". ACTIONS Grange and Oxen are very cool splitters. Waresmith is stronger and cheaper than Monument. TREASURES Beer and Wine are both Treaure Markets and thus too strong / cheap. Keg is basically a TreasureDoublePeddler for $4. Sure, it is balanced by the 'first copy you play each turn is a splitter' thingy so you can most likely not mindlessly run a Keg only deck. But I nonetheless think that this needs to be nerfed or higher priced. |
5
on: May 11, 2024, 02:37:43 am
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Started by anordinaryman - Last post by fika monster | ||
Ordinary man, i think youbwere clear enough. Sometimes people just misses a rule or announcement. It happens.
It has happened when im the one announcing it, i forget my own thing! All you can do it go “here is the rule” and remind people. |
6
on: May 10, 2024, 09:29:14 pm
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Started by ChungBog - Last post by Tiago | ||
Wow, this is impressive!
Here's some feedback. Sorry if it's a bit harsh, and a bunch of it might be incorrect. Attendant Attendant looks a bit automatic. I think it'd be much more interesting if it wasn't a cantrip (+$2 instead of +1 Card +1 Action, for example). Barkeeper The choose one on Barkeeper doesn't make sense. If it's purpose is to do something on the Tavern mat. there's not much point, since +1 Buy is such a weak bonus. I would recommend either removing the +1 Buy, or making it happen regardless of putting it on the Tavern mat. Right now it adds needless complexity. I also don't understand the "return to your Action phase" calling. This basically does not help you at all, except for edge cases. All official cards that have this effect also either give you Actions to use (Villa), Cards (Cavalry), or both (Launch). Switching phases has no inherent good, it's only good if you get more stuff to use. Here's a suggestion: "+2 Villagers, put this on your Tavern mat. / At the end of your Buy phase, you may pay $2 to call this. If you do, +2 Cards and return to your Action phase." Brewer This card has too many concepts squished into one. It's a cantrip Villager/Market Square/Reserve Groundskeeper. That's way too much needless complexity. I would recommend something like "+$2, this turn, when you gain a Duchy, +1 VP". The Villager doesn't make sense here. Farmhand looks super weak. If you're using +1 Action you shouldn't have bought it (Ruined Village sucks); and Ways are really bad to have in your deck. The thing that makes Ways good is that you can use any normal card for them. Yes, this lets you choose from two but most of the time I don't want this for free. I'll look at some Ways: -Butterfly, Rat, Turtle, Pig - pretty much useless -Ox, Otter, Squirrel, Worm, Sheep, Monkey - really bad -Goat, Camel, Owl - could be situationally good, but if there is any alternative this is terrible Edit: and Farmhands is an official card Gamekeeper I would remove the optionalness of Exiling; you're buying this for the points, not for a cantrip or a Moat. Robber Baron This feels like a weak Throne Room. By the time you don't have Coppers to discard the Copper gaining won't help, and not doubling $5s is a huge downside. It could cost $4. Seneschal By now I've seen so many variations on choose one vanillas that they've gotten unexciting. One of the things that makes Liaisons cool is that they al provide favors differently. Playing with e.g. Bauble, Syncophant, Student, Underling, or Emissary makes Favors feel like a different resource each time. Your cards just give them automatically. Commune, this, and Majordomo all feel redundant. Waresmith I think you underestimate how terrible a +1 Action card is. If you're getting +1 Action with this, you shouldn't have bought it! That choice doesn't add to this card. So many of these cards feel like random vanilla bonuses tacked onto choose ones and conditions. In general, my feedback for the Action cards is simply to make more unique cards, where there is a simple, concentrated idea behind them, instead of variations on the same idea where each card doesn't really have a core identity. Treasures Beer Great card. Simple and effective. A few problems though: (1) don't draw cards in your Buy phase. It's no fun to draw Action cards dead with unspent Actions. You can remove the +1 Card and this is still fine. (2) Putting it on the Tavern mat doesn't need to be optional. You're almost always going to gain a card, so you can call it this turn if you want it back for some reason. If you think that's too weak, make it +2 Buys. I suggest "+$1. Put this on your Tavern mat. / When you gain a card, you may call this for +1/2 Buy(s)." Compost Wow, this is cool. Only problem is that Exiling from the trash could be unbalanced in games where Provinces end up in the trash (Barbarian/Locusts). Hearth can put the card in your hand at end of turn instead of the start of your next turn. Keg Cards in Buy phase = bad! Sorry, this is a pet peeve of mine. Scarecrow You won't be gaining Curses. This is a weak Stockpile. Waterwheel and Viaduct look like Silver and Gold respectively. Brooch, Keg, top of Salt, Scarecrow, Scythe, Wheat, Wine, are all very repetitive. They're more vanilla stuff with choose ones/conditions. They don't add much to the game. Victory cards Chateau is fine, but do you really need two identical overpays in the same expansion, one of which is a plain 2VP? Granary looks weak. $7 for a Duchy, $10 for a Province, $15 for a Colony. Maybe the flexibility and trashability makes up for it; it looks interesting for sure. Plantation's card does not match your comment. With one empty pile, the card says you'll get 4VP, but your comment says 7VP, and you'll always have at least one, so this looks super weak to me as what's written on the card. If I go by the comment, then it looks interesting. I've made a card that's the same as Wasteland, but with an on-gain effect. I like it, so I like Wasteland. |
7
on: May 10, 2024, 09:09:10 pm
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Started by anordinaryman - Last post by anordinaryman | ||
ReinstateOops forgot to judge mine. My apologies. I missed this because you edited a post rather than make a new post. I tried to prevent this from happening by putting this contest guidelines: Contest GuidelinesHow can I make that guideline clearer in the future? I didn't purposefully miss yours, but it's a lot easier to miss posts when they are edits made, because it depends when I look at that post whether I see the edits or not. I'm also assuming you didn't purposefully miss this part of the guidelines, so I'm open to feedback about how to be clearer there. For a quick judging -- this card seems balanced but a little less exciting than other entries. Tokens are often about feeling like you're super-powering up a card. The filter token is not a very strong super power, so it doesn't feel as fun as the others. It's still strong, just not as fun as other tokens, in my opinion only. |
8
on: May 10, 2024, 06:10:15 pm
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Started by anordinaryman - Last post by BryGuy | ||
ReinstateOops forgot to judge mine. |
9
on: May 10, 2024, 04:59:06 pm
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Started by anordinaryman - Last post by anordinaryman | ||
Congrats to valb for the win! Sucks to get runner-up a second time in a row, but hey what can you do. At least I have a cool idea for when I do eventually win one of these again. Thanks for the judgment! Imo, runner-up is the best position. You get the glory of knowing that with a coin-flip you would have won, but also you don't have to do judging next week. Congrats on that. Dang!! Based on the sample Kingdoms I looked at, I think 10 isn't a good cost for it. I think 8 would work better. Or 7 with a drawback. Good judging! Copper with a +Buy is a super valuable card in decks that can draw themselves, and decks with path-finding are going to be able to draw themselves. So the drawback is present, but it isn't huge. Even Three ruined Markets are great cards in decks that have pathfinding and lost arts and training. I've designed many cards who have a drawback of being a dead card (I even designed a type called Companion which are not playable and only do things when you gain/trash them), so I definitely considered that part of the design. You're right about literati. I over-stated those memory issues in my initial judging, and I should have re-written it a little more softly. Thank you. Great judging! In the scenario you mentioned, Surveil is still lacking in design, since it's a useless event. Its either too strong, or too weak, no in-between. You're right that I neglected the remove tokens part. I did consider that but forgot when writing it up. In brief my thoughts were that it was political -- three opponents, one of them has their spy token, do I buy it -- which makes it fail the criteria I set out for how likely this card fits in existing Dominion paradigms. It also makes it too strong because we have to keep buying it to remove other spy tokens or place our own, putting us in an un-fun (for me) stalemate. |
10
on: May 10, 2024, 03:42:34 pm
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Started by anordinaryman - Last post by Tiago | ||
Great judging!
A few comments on mine though: Surveil is absolutely not strictly better than Pathfinding. The simplest case is that your opponent is playing pure Big Money, while you have some Action cards. In this case Surveil is useless for you, way worse than Pathfinding. And there's some counterplay: you can get only a few copies of each card, as you would for Warlord, and then Surveil doesn't do that much. You can also use it to remove other players' Spy tokens, which you didn't even consider. |