(https://i.imgur.com/8Igm0Jb.png)
Unique like Jester, in that it can junk your opponents with varying cards depending on what they already have in their deck and discard to it. (At least it was the only officical card that can do it. If I am wrong, please tell me.)
I hope this makes for interesting decisions, especially for your opponent(s).
PS: If you play with more than 2 players and think it matters, the order is as follows: The players discard in play order starting with the player to your left, and then you choose whether they gain copies or not.
Market Town (Action, $5*)
+2 Cards
+2 Actions
———
You can’t buy this if you have any Market Towns in play.
A Lost City variant that uses the Grand Market buy restriction, a mechanic which I think is underused.
Refuge - $3This utilises the Necromancer mechanic of flipping cards face down. Note that, unlike with Necromancer, they are not flipped back at the end of the turn.
Action/Command
Play a face-up, non-Duration Action you have in Exile, leaving it there and turning it face down.
-
When you gain or trash this, exile an Action from the supply.
(https://i.imgur.com/N1zOYau.png) (https://i.imgur.com/XXlP13r.jpg)
Here's my submission for this week. Hidden Village is a Shanty Town variant, but the Lost City part only activates if you have the same number of Hidden Villages in hand as your opponent, using a unique card back to check (so no one reveals their hand). This obviously draws inspiration from Stash, the only official card with a different card back (I used the Stash back here, however the actual version of Hidden Village should have a different back to distinguish from Stash). Stash is a funny card where the unique back mechanic is super wacky and different, yet it's attached to a boring, expensive Silver which, aside from the occasional gimmicks, is usually weak and not much fun to play with. Hidden Village is my attempt to mitigate these issues and make a unique backed card that's more useful and interesting. By being an inexpensive village, these will always get picked up, and the card back mechanic is used more explicitly for player interaction. You still get many of the gimmicks (e.g. Mystic), though without the clunky shuffling thing Stash does (i.e. you shuffle these normally).
My biggest question here is cost. It's currently $3 to mirror Shanty Town, however I feel like this could be slightly easier on average to trigger than Shanty Town, so perhaps it should be $4 instead? I'd love feedback!
I like the idea, but isn't there a problem with shuffling? A player could always shuffle until a Hidden Village is on top, if they want one. This is especially critical when shuffling occurs during a turn, e.g. the left player has no such card in hand, let's get one, draw it, play it, +2 Cards, for example after playing Village, Smithy and an empty deck.This could be remedied by shuffling with eyes closed (which may be difficult depending on your technique).
Currently, only Young Witch adds an additional 11th Kingdom Supply pile (Looters add a Base Supply pile, that is different!). So, to cater to that idea, here's what I got:It seems that Butler it supposed to be a Kingdom card? That would imply it has a randomizer, and can show up without Master, which is weird. And if that's not what's going on, then I would argue that Master is much closer to Looters (or even the likes of Hermit and Urchin) than it is to Young Witch.
(https://i.postimg.cc/hP85wM8S/Master-v1.png) (https://i.postimg.cc/4yVSXQrQ/Butler-v1.png)
Only a face up card can be gained or bought. These two piles can potentially be tweaked, since the idea is somewhat hard to gauge. As long as the core concept remains. :)
(https://i.ibb.co/qW7bDSC/Golden-Fleece-l-I.png) | Golden Fleece $6 – Action – Treasure - Night Quote
|
Outlaw: Action-Night, $3
+2 Cards
If it's your Action phase, you may play an Action card from your Exile mat.
Otherwise, you may Exile an Action card from your hand.
I tried making a list of unique Dominion mechanics: Someone tell me if any of these are incorrect, as there doubtless are some goofups made on m,y part
seaside
Tactician - Only card to discard entire hand for next turn benefit? Ghost ship - Only card to force opponents to topdeck cards from their hand?
Treasure map - Only card that trashes itself and a copy of itself for a huge benefit?
Treasury - Only card That topdecks if you didnt buy X card top?
Island - Only card to basically exile itself and a card from your hand?
Embargo - Only card to use the embargo token, and make a certain pile give curses
Native Village - Only card to use the native village mat
Pearldiver - Only card to look at the bottom of your deck?
Smugglers - Only card to gain a copy of a card your opponent gained last turn?
Outpost - Only action card to give you an extra turn after this one (there are events : Does those count?
Unique Alchemy cards?
Philosophers stone - Only card that cares about deck and discard pile
Possesion - Thank god there is no card like it
Alchemis - Only card that, when you discard it from play, you may topdeck if you have X card in play.
Transmute - Only card that gives you a certain card based on the type of the card you trashed.
Golem - Only card to Reveal decks in your deck untill you find a certain card and lets you play it.
Scrying pool - Only card that lets you reveal action cards and then draw all the revealed action cards.
Herbalist - Only Card that when discarded from play, lets you topdeck a Treasure.
Prosperity Uniqe cards?
Counting house - Only card that Puts all X cards (Coppers) in discard into your hand
Contraband - Only card that removes the option to buy a Kingdom card.
Mint - Only card that when bought, trashes certain cards you have in play.
Bank - Only Treasure card that cares about number of treasures in play? (does Wishing lamp discount this?)
Vault - Only action that lets other players choose if they wanna discard 2 cards to draw a card
Venture - Only card to reveal cards in your deck until you find a treasure, then lets you play it
Loan - Only card that reveals cards in your deck untill you find a treasure, then lets you trash it or discard it.
Cornucopia unique cards?
Tournament - Only card to have a prize pile with it.
Harvest - only card to give you money based on unique cards revealed
Horn of plenty- only card to let you gain a card based on unique card in play.
Diadem- only card to give you +$ based on leftover actions (or villagers)
----
I could go on but i dont really want to read the entire dominion wiki
Market Town (Action, $5*)
+2 Cards
+2 Actions
———
You can’t buy this if you have any Market Towns in play.
A Lost City variant that uses the Grand Market buy restriction, a mechanic which I think is underused.
Currently, only Young Witch adds an additional 11th Kingdom Supply pile (Looters add a Base Supply pile, that is different!). So, to cater to that idea, here's what I got:It seems that Butler it supposed to be a Kingdom card? That would imply it has a randomizer, and can show up without Master, which is weird. And if that's not what's going on, then I would argue that Master is much closer to Looters (or even the likes of Hermit and Urchin) than it is to Young Witch.
(https://i.postimg.cc/hP85wM8S/Master-v1.png) (https://i.postimg.cc/4yVSXQrQ/Butler-v1.png)
Only a face up card can be gained or bought. These two piles can potentially be tweaked, since the idea is somewhat hard to gauge. As long as the core concept remains. :)
Street Gang
Action - Attack - Reaction
$3
+2 Cards
Each other player with 4 or more cards in hand discards one card.
-
When you discard this other than during Clean-up, you may play it
I tried making a list of unique Dominion mechanics: Someone tell me if any of these are incorrect, as there doubtless are some goofups made on m,y part
I think some cards in this list start getting into too specific of "this card is unique because...", but that will be up to the judge to confirm for sure, if people do choose to use some of those ideas. (As stated in the OP, all cards are unique in some way).
I'll address some of the ideas you brought up, from my perspective.
Tactician - yes, discarding whole hand for next turn benefit (but there are multiple cards that discard whole hand for a benefit).
Treasury - yes, it topdecks if you didn't buy a Victory card, but there is at least one other card (a village of some sort, can't remember which) that topdecks under a certain condition.
Native Village - obviously the only card to use the Native Village mat (the same could be said of Island, Trade Route, Pirate Ship, etc. for their respective mats).
Alchemist - same idea as Treasure and the village I mentioned above.
Golem - it lets you look for a certain card, sort of... but I think this is the same idea as Venture.
Loan - this is very specific, and would be sort of pointless to design another card with this same "concept" (set of concepts) but a minor difference (probably a different vanilla bonus).
No, don't make that change. It leads to a whole bunch of rules snarls that we've rehashed many times before.Market Town (Action, $5*)
+2 Cards
+2 Actions
———
You can’t buy this if you have any Market Towns in play.
A Lost City variant that uses the Grand Market buy restriction, a mechanic which I think is underused.
It should be fairly easy to grab at least 2 of them relatively early, probably too easy. Anyway, I would change "buy" to "gain".
No, don't make that change. It leads to a whole bunch of rules snarls that we've rehashed many times before.Market Town (Action, $5*)
+2 Cards
+2 Actions
———
You can’t buy this if you have any Market Towns in play.
A Lost City variant that uses the Grand Market buy restriction, a mechanic which I think is underused.
It should be fairly easy to grab at least 2 of them relatively early, probably too easy. Anyway, I would change "buy" to "gain".
(https://i.imgur.com/YnmmRn2.png)QuoteRefuge - $3This utilises the Necromancer mechanic of flipping cards face down. Note that, unlike with Necromancer, they are not flipped back at the end of the turn.
Action/Command
Play a face-up, non-Duration Action you have in Exile, leaving it there and turning it face down.
-
When you gain this, exile an Action from the supply.
Refuge - $3
Action/Command
Play the set-aside face-up, non-Duration Action whose name is written on this in sharpie you have in Exile, leaving it there and turning it face down.
-
When you gain this, set aside an Action from the supply and write its name with a sharpie on this card.
From the sharpie addition, it makes it pretty clear that I can open Refuge/Refuge, and pretend I opened Kings Court/Mountebank. Every time I draw the first refuge I can play the Kings Court, leaving it in exile. Every time i draw the second refuge I play a mountebank, leaving it in exile.
That card is hard to balance. It doesn't work for Durations and it depends on the Kingdom. Having it cost $3 is totally broken for most Kingdoms. Having it cost $5 means you'd never buy it unless the Kingdom has a card costing more than $5. It's probably a $5 or a $4, but hard to balance.
But your card is even MORE powerful than this since each Refuge (if they don't collide) can both be the Kings Court. And you have the option of putting more copies of a card in Exile or the option to discard from Exile if that is better for some reason.
Way too strong for a $3.
Something like 8(not sure the number) debt would be an interesting way to cost it. You can also look into giving other players a benefit when played.
From the sharpie addition, it makes it pretty clear that I can open Refuge/Refuge, and pretend I opened Kings Court/Mountebank. Every time I draw the first refuge I can play the Kings Court, leaving it in exile. Every time i draw the second refuge I play a mountebank, leaving it in exile.
That card is hard to balance. It doesn't work for Durations and it depends on the Kingdom. Having it cost $3 is totally broken for most Kingdoms. Having it cost $5 means you'd never buy it unless the Kingdom has a card costing more than $5. It's probably a $5 or a $4, but hard to balance.
But your card is even MORE powerful than this since each Refuge (if they don't collide) can both be the Kings Court. And you have the option of putting more copies of a card in Exile or the option to discard from Exile if that is better for some reason.
Way too strong for a $3.
Something like 8(not sure the number) debt would be an interesting way to cost it. You can also look into giving other players a benefit when played.
Did you miss the fact that the cards that get turned face down DON'T get turned face up again at end of turn? The only way you're using those cards again is getting them off the Exile mat.
If anything I think Refuge looks very weak. Once you've played the exiled Action once, your Refuge becomes a dead card. The idea of buying a one-shot version of a strong card for $3 is interesting, but I think it shouldn't leave a worthless Action in your deck.
(https://i.imgur.com/t7CLQZw.png)QuoteOutlaw: Action-Night, $4
+2 Cards
If it's your Action phase, you may play an Action card from your Exile mat.
Otherwise, you may Exile an Action card from your hand.
(https://i.imgur.com/ANWg9Tv.png)
based on treasure map
(https://i.imgur.com/t7CLQZw.png)QuoteOutlaw: Action-Night, $4
+2 Cards
If it's your Action phase, you may play an Action card from your Exile mat.
Otherwise, you may Exile an Action card from your hand.
So you get the +2 Cards whether you play it during your Action phase or your Night phase? That seems a bit strange since, unless you happened to draw another Night card, you wouldn't be able to play what you drew
(https://i.imgur.com/t7CLQZw.png)QuoteOutlaw: Action-Night, $4
+2 Cards
If it's your Action phase, you may play an Action card from your Exile mat.
Otherwise, you may Exile an Action card from your hand.
So you get the +2 Cards whether you play it during your Action phase or your Night phase? That seems a bit strange since, unless you happened to draw another Night card, you wouldn't be able to play what you drew
Drawing in your Night phase does have the advantage of potentially getting an Action card into your hand to Exile. That said, I think it could still be a bit awkward especially if it triggers a bad shuffle.
If anything I think Refuge looks very weak. Once you've played the exiled Action once, your Refuge becomes a dead card. The idea of buying a one-shot version of a strong card for $3 is interesting, but I think it shouldn't leave a worthless Action in your deck.I originally thought Refuge might be fine at $2, but some cards are just so good to get early (e.g. Forge). I like the idea of Refuge staying in your deck not doing much, it's sort of reminiscent of Stonemason that way, getting you 2 copies of a card at the cost of a dead card.
(https://i.imgur.com/t7CLQZw.png)QuoteOutlaw: Action-Night, $4
+2 Cards
If it's your Action phase, you may play an Action card from your Exile mat.
Otherwise, you may Exile an Action card from your hand.
So you get the +2 Cards whether you play it during your Action phase or your Night phase? That seems a bit strange since, unless you happened to draw another Night card, you wouldn't be able to play what you drew
Drawing in your Night phase does have the advantage of potentially getting an Action card into your hand to Exile. That said, I think it could still be a bit awkward especially if it triggers a bad shuffle.
Yes, the idea is that in the Night phase, you may draw an Action to set aside. And I mean, any effect that draws can trigger a bad shuffle.
Shipyard • $3 • Action
For each token on the Trade Route mat, choose a different option: +1 Card; +1 Action; +1 Buy; +$1; +1 Villager; or +1 Coffers.
-
Setup: Add a Coin token to each Victory Supply pile; move that token to the Trade Route mat when a card is gained from the pile.
It seems that Butler it supposed to be a Kingdom card? That would imply it has a randomizer, and can show up without Master, which is weird. And if that's not what's going on, then I would argue that Master is much closer to Looters (or even the likes of Hermit and Urchin) than it is to Young Witch.
So it's like the Ruins pile?It seems that Butler it supposed to be a Kingdom card? That would imply it has a randomizer, and can show up without Master, which is weird. And if that's not what's going on, then I would argue that Master is much closer to Looters (or even the likes of Hermit and Urchin) than it is to Young Witch.
Butler has no Randomizer card. It's like Urchin, which means that you have to put a Mercenary pile close by, out of the Supply. Except, here, the Butler pile is in the Supply, meaning cards from it can be gained or bought, so long as the top card of that pile is face up. So yeah, 11th Kingdom card. :)
I think I will buff Refuge a bit though. My current inclination is to make it "when you gain or trash"; that would also coincidentally de-uniquefy Flag Bearer.
Yes, the idea is that in the Night phase, you may draw an Action to set aside. And I mean, any effect that draws can trigger a bad shuffle.
True, and on the flip side sometimes you want to cycle through your deck so drawing in your Night phase might be desirable. The card is actually very strong overall, so even if drawing in your Night phase ends up being a bit worse on average than not drawing, it's not like the card needs a buff.
Can this loop if you play a Command card in Exile?
Royal Broach
$5
Action - Treasure
If it's your Action phase, +1 Card, +3 Actions. If it's your Buy phase, (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) and +1 Buy.
Crown was feeling lonely in Action-Treasure land. And, after LastFootnote’s contest, I had a lot of vanilla bonuses sitting around waiting for use. I believe that Pawn is the only current card that can give all four vanilla bonuses when played twice, but not when played once.
So it's like the Ruins pile?
Ah you're right of course. Well, it's still unique for the Necromancer bit.I think I will buff Refuge a bit though. My current inclination is to make it "when you gain or trash"; that would also coincidentally de-uniquefy Flag Bearer.
Well not to be a downer, but there are already other cards with "When you gain or trash this", like Silk Merchant, Rocks, and Crumbling Castle.
So what is the difference between a Base supply pile and a Kingdom supply pile?So it's like the Ruins pile?
In a way, yes. Or (http://wiki.dominionstrategy.com/images/thumb/7/7a/Potion.png/10px-Potion.png) cost cards, adding Potion as a Base Supply pile. But that's the subtly. Ruins and Potions are Base Supply piles, whereas Butler would be a Kingdom Supply pile, just like the Bane pile from Young Witch. The subtly is pretty thin, but it's there I suppose, at least for the purpose of this contest.
So what is the difference between a Base supply pile and a Kingdom supply pile?
Yes, the idea is that in the Night phase, you may draw an Action to set aside. And I mean, any effect that draws can trigger a bad shuffle.
True, and on the flip side sometimes you want to cycle through your deck so drawing in your Night phase might be desirable. The card is actually very strong overall, so even if drawing in your Night phase ends up being a bit worse on average than not drawing, it's not like the card needs a buff.
Can this loop if you play a Command card in Exile?
I think you might be missing the fact that the card you play from Exile goes into play. It doesn't stay on your Exile mat. If anything I'm guessing Outlaw will be weak, but I'm hoping to test it tonight and will make revisions if it needs them.
CarnivalThis is far too good. You can simply save all but one of your Coins when you don't hit $8 in the endgame, no need to go for Duchies at all.
Event - (http://wiki.dominionstrategy.com/images/thumb/0/00/Coin2star.png/16px-Coin2star.png)
+1 Buy
+1 Coffers
When you buy this you may overpay for it. For each (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) you overpaid +1 Coffers
I withdrew my previous entry and I am submitting this instead.
The unique mechanic I am using is from Pageant which allows you to convert unspent money into coffers, but I am doing it as an event instead of a project. You can convert any number of coins but you always get back 1 fewer coffers.
CarnivalThis is far too good. You can simply save all but one of your Coins when you don't hit $8 in the endgame, no need to go for Duchies at all.
Event - (http://wiki.dominionstrategy.com/images/thumb/0/00/Coin2star.png/16px-Coin2star.png)
+1 Buy
+1 Coffers
When you buy this you may overpay for it. For each (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) you overpaid +1 Coffers
I withdrew my previous entry and I am submitting this instead.
The unique mechanic I am using is from Pageant which allows you to convert unspent money into coffers, but I am doing it as an event instead of a project. You can convert any number of coins but you always get back 1 fewer coffers.
HuH? Pageants saves ONE Coin. Your card saves ALL BUT ONE Coin. That is beyond crazy. If you hit anything below $8 in the endgame, you will never ever buy Duchy but simply save for a Province (or two) next turn.CarnivalThis is far too good. You can simply save all but one of your Coins when you don't hit $8 in the endgame, no need to go for Duchies at all.
Event - (http://wiki.dominionstrategy.com/images/thumb/0/00/Coin2star.png/16px-Coin2star.png)
+1 Buy
+1 Coffers
When you buy this you may overpay for it. For each (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) you overpaid +1 Coffers
I withdrew my previous entry and I am submitting this instead.
The unique mechanic I am using is from Pageant which allows you to convert unspent money into coffers, but I am doing it as an event instead of a project. You can convert any number of coins but you always get back 1 fewer coffers.
That also applies if you have bought Pageant. Or does having to buy Pageant justify that ability?
HuH? Pageants saves ONE Coin. Your card saves ALL BUT ONE Coin. That is beyond crazy. If you hit anything below $8 in the endgame, you will never ever buy Duchy but simply save for a Province (or two) next turn.CarnivalThis is far too good. You can simply save all but one of your Coins when you don't hit $8 in the endgame, no need to go for Duchies at all.
Event - (http://wiki.dominionstrategy.com/images/thumb/0/00/Coin2star.png/16px-Coin2star.png)
+1 Buy
+1 Coffers
When you buy this you may overpay for it. For each (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) you overpaid +1 Coffers
I withdrew my previous entry and I am submitting this instead.
The unique mechanic I am using is from Pageant which allows you to convert unspent money into coffers, but I am doing it as an event instead of a project. You can convert any number of coins but you always get back 1 fewer coffers.
That also applies if you have bought Pageant. Or does having to buy Pageant justify that ability?
Ok. Fair points. Completely mis-remembered Pageant. Thanks for the feedback.
I still think basic idea of an event that converts unspent coin to coffers is a valid one, but obviously the exchange rate needs to be moved towards making coffers more expensive I will have another think.
(https://i.imgur.com/ojhbYV6l.png)
Gourmet - Treasure - $7*
+3 Coffers
+1 buy
-
You can't buy this if you have Coffers.
Uses Grand Market's you can't buy if you have...
(https://i.imgur.com/ojhbYV6l.png)
Gourmet - Treasure - $7*
+3 Coffers
+1 buy
-
You can't buy this if you have Coffers.
Uses Grand Market's you can't buy if you have...
(https://i.imgur.com/ojhbYV6l.png)
Gourmet - Treasure - $7*
+3 Coffers
+1 buy
-
You can't buy this if you have Coffers.
Uses Grand Market's you can't buy if you have...
Do I understand it correctly that you can use Coffers for buying Gourmet?
You can not use coffers to buy gourmet, it costs $7.
At the start of your buy phase, you may convert all your coffers to $ to buy this (and other things).
(https://i.imgur.com/ojhbYV6l.png)
Gourmet - Treasure - $7*
+3 Coffers
+1 buy
-
You can't buy this if you have Coffers.
Uses Grand Market's you can't buy if you have...
Do I understand it correctly that you can use Coffers for buying Gourmet?
You can not use coffers to buy gourmet, it costs $7.
You may not buy this if you currently have any coffers, including coffers from other gourmets you played during your buy phase.
At the start of your buy phase, you may convert all your coffers to $ to buy this (and other things).
(https://i.imgur.com/ojhbYV6l.png)
Gourmet - Treasure - $7*
+3 Coffers
+1 buy
-
You can't buy this if you have Coffers.
Uses Grand Market's you can't buy if you have...
Do I understand it correctly that you can use Coffers for buying Gourmet?
You can not use coffers to buy gourmet, it costs $7.
You may not buy this if you currently have any coffers, including coffers from other gourmets you played during your buy phase.
At the start of your buy phase, you may convert all your coffers to $ to buy this (and other things).
No, this is not correct. Coffers can be removed any time "During you Buy phase, before you buy anything," including after you have played Treasures. Thus, a player could play Gourmet, cash out their Coffers (and any acquired previously) and buy another Gourmet (provided they had at least $4 more, either from those Coffers or from other sources).
(https://i.imgur.com/ojhbYV6l.png)
Gourmet - Treasure - $7*
+3 Coffers
+1 buy
-
You can't buy this if you have Coffers.
Uses Grand Market's you can't buy if you have...
Do I understand it correctly that you can use Coffers for buying Gourmet?
You can not use coffers to buy gourmet, it costs $7.
You may not buy this if you currently have any coffers, including coffers from other gourmets you played during your buy phase.
At the start of your buy phase, you may convert all your coffers to $ to buy this (and other things).
No, this is not correct. Coffers can be removed any time "During you Buy phase, before you buy anything," including after you have played Treasures. Thus, a player could play Gourmet, cash out their Coffers (and any acquired previously) and buy another Gourmet (provided they had at least $4 more, either from those Coffers or from other sources).
Thanks, that part is incorrect, but you still can't spend say 3 coffers and $4 on this, you can however convert 3 coffers before your buy phase start, now you have $7 and can buy this.
(https://i.imgur.com/ojhbYV6l.png)
Gourmet - Treasure - $7*
+3 Coffers
+1 buy
-
You can't buy this if you have Coffers.
Uses Grand Market's you can't buy if you have...
Do I understand it correctly that you can use Coffers for buying Gourmet?
You can not use coffers to buy gourmet, it costs $7.
You may not buy this if you currently have any coffers, including coffers from other gourmets you played during your buy phase.
At the start of your buy phase, you may convert all your coffers to $ to buy this (and other things).
No, this is not correct. Coffers can be removed any time "During you Buy phase, before you buy anything," including after you have played Treasures. Thus, a player could play Gourmet, cash out their Coffers (and any acquired previously) and buy another Gourmet (provided they had at least $4 more, either from those Coffers or from other sources).
Thanks, that part is incorrect, but you still can't spend say 3 coffers and $4 on this, you can however convert 3 coffers before your buy phase start, now you have $7 and can buy this.
You can't convert Coffers before your Buy phase starts.
(https://i.imgur.com/ojhbYV6l.png)
Gourmet - Treasure - $7*
+3 Coffers
+1 buy
-
You can't buy this if you have Coffers.
Uses Grand Market's you can't buy if you have...
Do I understand it correctly that you can use Coffers for buying Gourmet?
You can not use coffers to buy gourmet, it costs $7.
You may not buy this if you currently have any coffers, including coffers from other gourmets you played during your buy phase.
At the start of your buy phase, you may convert all your coffers to $ to buy this (and other things).
No, this is not correct. Coffers can be removed any time "During you Buy phase, before you buy anything," including after you have played Treasures. Thus, a player could play Gourmet, cash out their Coffers (and any acquired previously) and buy another Gourmet (provided they had at least $4 more, either from those Coffers or from other sources).
Thanks, that part is incorrect, but you still can't spend say 3 coffers and $4 on this, you can however convert 3 coffers before your buy phase start, now you have $7 and can buy this.
Basically, the Buy restriction is toothless and the card is too strong.
HuH? Pageants saves ONE Coin. Your card saves ALL BUT ONE Coin. That is beyond crazy. If you hit anything below $8 in the endgame, you will never ever buy Duchy but simply save for a Province (or two) next turn.CarnivalThis is far too good. You can simply save all but one of your Coins when you don't hit $8 in the endgame, no need to go for Duchies at all.
Event - (http://wiki.dominionstrategy.com/images/thumb/0/00/Coin2star.png/16px-Coin2star.png)
+1 Buy
+1 Coffers
When you buy this you may overpay for it. For each (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) you overpaid +1 Coffers
I withdrew my previous entry and I am submitting this instead.
The unique mechanic I am using is from Pageant which allows you to convert unspent money into coffers, but I am doing it as an event instead of a project. You can convert any number of coins but you always get back 1 fewer coffers.
That also applies if you have bought Pageant. Or does having to buy Pageant justify that ability?
Yeah. I believe Pageant originally let you convert all your leftover coins into Coffers. I showed that was crazy pretty quickly. After maybe buying a Silver or two, you just save all your money and only buy Provinces. No need to build a deck at all. It's very fast.
Possibly your version that makes you pay $1 for the privilege of saving the rest is less crazy, but I'm not optimistic.
Thanks, that part is incorrect, but you still can't spend say 3 coffers and $4 on this, you can however convert 3 coffers before your buy phase start, now you have $7 and can buy this.No, this is not correct. Coffers can be removed any time "During you Buy phase, before you buy anything," including after you have played Treasures. Thus, a player could play Gourmet, cash out their Coffers (and any acquired previously) and buy another Gourmet (provided they had at least $4 more, either from those Coffers or from other sources).You can not use coffers to buy gourmet, it costs $7.(https://i.imgur.com/ojhbYV6l.png)Do I understand it correctly that you can use Coffers for buying Gourmet?
Gourmet - Treasure - $7*
+3 Coffers
+1 buy
-
You can't buy this if you have Coffers.
Uses Grand Market's you can't buy if you have...
You may not buy this if you currently have any coffers, including coffers from other gourmets you played during your buy phase.
At the start of your buy phase, you may convert all your coffers to $ to buy this (and other things).
At the start of your buy phase, I meant
If you think that "converting 3 Coffers to $ so you have $7" means something different from "spending 3 Coffers and $4", you're being way overly pedantic even for f.ds standards. That's like correcting someone who says "spending a Villager to play an Action" by saying "um, actually, what you mean is you're spending a Villager to get +1 Action, and then spending that Action to play an Action card." Sure, you're technically correct, but you know what we meant.
Basically, the Buy restriction is toothless and the card is too strong.
I don't understand how this is the case. Having to cash in all your Coffers in order to buy another Gourmet seems like a penalty to me. You may have wanted to save some of those.
Basically, the Buy restriction is toothless and the card is too strong.
I don't understand how this is the case. Having to cash in all your Coffers in order to buy another Gourmet seems like a penalty to me. You may have wanted to save some of those.
Smithing Camp - 4 Debt
Action - Night
+2 Actions
You may discard your hand to gain a card to your hand costing up to $1 per card discarded. If you gain a Victory card, trash this.
I am not sure if the wording on the gain effect is appropriate with the use of the term "in coins"?
two card ideas: Not sure what to go with right now. Would appreciate feedback/thoughts.
Aristocrat
(https://i.imgur.com/3IdOjzc.png)
Unique's: Costs 8 like prince, draws 5 cards like RBS, Can be gained via a victory card gain like duchess
A massive drawer, but while RBS discards coppers and punishes a poorly thinned deck, this one topdecks any revealed Victory cards and topdecks them. One one hand, this is bad and you would like this to not happen. on another, you might want to go for its "gain a province" effect that happens as a "consultation prize" if you happen to kill your next turn with 5 revealed victory cards or more.
Flippant City
(https://i.imgur.com/EMMTgZw.png)
Uniques: only card to care about even or Odd number of cards in play (like Idol)
This happened to become quite similar to Dilemma, an earlier WDC card I made. THis one is instead based on timing then on if you have a surplus of actions: Drawing one Flippant city is pointless in itself, but if you manage to get several of them, you can get a massive turn.
Coffee House
(https://i.imgur.com/erdLXff.png)
'Uniques: UUUUUHHH... Its the only card that makes you draw fewer cards next turn like outpost? Please tell me if this is Illegall for this weeks WDC
Oh hey, a city for 3$! nice! Wait... you draw one less card next turn? that sucks! I guess its like coffee... Energy now, but a crash later!
On most boards you would at most want two or 3 of these: Attack heavy boards like militia or discard cards like it this would be appealing. Obvious synergies with draw to X, Guide, Outpost, And mission.
(https://trello-attachments.s3.amazonaws.com/5d34c84e360a440d0d16278b/60ae573bb421443c0579846d/35a4af940525e523117a44972182ba5a/image.png)QuoteShipyard • $3 • Action
For each token on the Trade Route mat, choose a different option: +1 Card; +1 Action; +1 Buy; +$1; +1 Villager; or +1 Coffers.
-
Setup: Add a Coin token to each Victory Supply pile; move that token to the Trade Route mat when a card is gained from the pile.
The de-uniquifying factor is the (re)use of the Trade Route mat.
When used with Trade Route, you put two coins on each victory pile (that is, you follow both of their instructions).
As always, you do as much as you can - if there are more than six tokens on the trade route mat, it's just a super-market, you don't get to double dip.
If there are no tokens on the trade route mat, this card doesn't do anything. Gotta set it up.
I kind of wanted to make the price scale based on the TR mat, but that set up clause is brutal, and the card didn't need to be any longer.
Shipyards • $4 • Action
For each token on the Trade Route mat, +1 Card.
If there are 3 or fewer tokens on the Trade Route mat, +1 Action.
-
Setup: Add a Coin token to each Treasure Supply pile; move that token to the Trade Route mat when a card is gained from the pile.
(https://live.staticflickr.com/65535/51206139999_9a795177ab_b.jpg)QuoteSmithing Camp - 4 Debt
Action - Night
+2 Actions
Discard your hand. Gain to your hand a card costing less in coins than the number of cards discarded. If you gain a Victory card, trash this.
Unique elements: 4 Debt cost and Action/Night card type. I am not too sure about this design, but have been having trouble getting inspiration. I am not sure if the wording on the gain effect is appropriate with the use of the term "in coins"? Additionally, I had the goal of making an Action/Night card that did not reference those phases but still be meaningfully different when played in either phase. I hope that was achieved, but I am not sure. Feedback is appreciated.
(https://imgur.com/a/AR0Z9Yh) (hopefully I did this right and the image shows up)
Teleport $5
Action
+1 Action. Each player with any cards in hand passes one to the next such player to their left, at once. Then you may trash a card from your hand. If you do, you may gain a card costing up to $2 more than it.
(Uses the "passing cards" mechanic of Masquerade)
QuoteSmithing Camp - 4 Debt
Action - Night
+2 Actions
Discard your hand. Gain to your hand a card costing less in coins than the number of cards discarded. If you gain a Victory card, trash this.
I am not sure if the wording on the gain effect is appropriate with the use of the term "in coins"?
(https://i.imgur.com/8Igm0Jb.png)
Unique like Jester, in that it can junk your opponents with varying cards depending on what they already have in their deck and discard to it. (At least it was the only officical card that can do it. If I am wrong, please tell me.)
I hope this makes for interesting decisions, especially for your opponent(s).
PS: If you play with more than 2 players and think it matters, the order is as follows: The players discard in play order starting with the player to your left, and then you choose whether they gain copies or not.
I am not sure whether the decisions of the opponents will be interesting. Early on I guess, opponents discard Estates or Coppers instead of their precious Action cards. Late in a game they discard Duchies and Provinces. In between depends largely on the trashing abilities provided by the Kingdom. Without trashing, I would try to green early to have something to discard. With good trashing, I would likely precede as usual and discard junk.
What would this make more interesting is when the opponents can draw a card after they discard one. This would encourage them to discard a mediocre card by having the prospective to draw a better one. Victory card with a high VP value would be still an issue I guess, but that could be addressed as well (e.g. they gain a Curse akin to Jester). The - discard then draw a card - mechanic could also mean that a restriction of 5 or more cards in hand is not necessary. One has to evaluate whether it would be too harsh when a second Raven is played or with other hand-size attacks like Militia on board.
I am not exactly sure what makes this card unique with Jester, i.e. Swindler works in a similar way.
(https://i.imgur.com/bXaLmbk.png)QuoteOutlaw: Action-Night, $3
+2 Cards
If it's your Action phase, you may play an Action card from your Exile mat.
Otherwise, you may Exile an Action card from your hand.
Scientist | Action | $3
+2 Cards
+1 Action
If this is the first Scientist you played this turn, the player to your left names a card. You can’t buy that card this turn.
You may trash this.
My submission:
Edit 2: (https://i.imgur.com/798YbVU.png)
uses Outposts unique "draw less next turn" effect.
Edit 2 context: After discussion on discord, I decided to buff it and and make it a 4$: You should still mostly want one or two, but now this card should be a serious caffeine boost into action hungry engines, in exchange for 1 less card next turn.
Apologies for spamming/ half submitting several cards: My idea was that people would vote out their favorite.
(https://i.imgur.com/erdLXff.png)
Interesting decision and interesting change. It seems that this is also (more?) related to Snowy Village, i.e. +4 Actions with a drawback.That doesn't really work. The new hand of 5 cards isn't drawn "at the end of this turn", it's drawn during the cleanup phase, so if Coffee House said "at the end of this turn", it wouldn't affect the draw for the next hand.
I would change the wording to "Draw 1 card less at the end of this turn". See The River's Gift and Way of the Squirrel.
Interesting decision and interesting change. It seems that this is also (more?) related to Snowy Village, i.e. +4 Actions with a drawback.That doesn't really work. The new hand of 5 cards isn't drawn "at the end of this turn", it's drawn during the cleanup phase, so if Coffee House said "at the end of this turn", it wouldn't affect the draw for the next hand.
I would change the wording to "Draw 1 card less at the end of this turn". See The River's Gift and Way of the Squirrel.
River's Gift and Way of the Squirrel both resolve after you've already drawn the 5 cards for your next hand.
Mountain Pass - only official card that involves bidding
(https://i.imgur.com/ZsbESyYh.png) | Quote from: Valley Retreat VALLEY RETREAT |
Messenger is the only card still in print that lets you put your deck into your discard pile. Would that qualify as unique? Or do out of print cards (Chancellor, in this case) disqualify uniqueness? I'd assume that doesn't qualify, but I just want to make sure.
Messenger is the only card still in print that lets you put your deck into your discard pile. Would that qualify as unique? Or do out of print cards (Chancellor, in this case) disqualify uniqueness? I'd assume that doesn't qualify, but I just want to make sure.
Scavenger (http://wiki.dominionstrategy.com/index.php/Scavenger) does this and is still in print.
Messenger is the only card still in print that lets you put your deck into your discard pile. Would that qualify as unique? Or do out of print cards (Chancellor, in this case) disqualify uniqueness? I'd assume that doesn't qualify, but I just want to make sure.
Scavenger (http://wiki.dominionstrategy.com/index.php/Scavenger) does this and is still in print.
Man, I forgot about that.
Messenger is the only card still in print that lets you put your deck into your discard pile. Would that qualify as unique? Or do out of print cards (Chancellor, in this case) disqualify uniqueness? I'd assume that doesn't qualify, but I just want to make sure.
Scavenger (http://wiki.dominionstrategy.com/index.php/Scavenger) does this and is still in print.
Man, I forgot about that.
Even the out-of-print cards are still official, though, so I'd assume they'd still count for uniques
This is my submition for the contest:
(https://www.zupimages.net/up/21/21/xepp.png)
Like save (http://wiki.dominionstrategy.com/index.php/Save), it's a 1-cost event
Like miser (http://wiki.dominionstrategy.com/index.php/Miser), it's a card that use the Copper onto your tavern mat
(yes, I've put two condition on this)
I'm sorry about the absence of art, I know it's something common here but if someone have a potential illustration or an other name for the card in order to fix it, I take it. (so please don't hesitate to submit something if you have an idea)
I've past the last two day of my creation time to try to find some solution and at this point I won't take the risk to miss the contest..
(https://i.imgur.com/3n6Cbvt.png)
Bad Omens is the only official card that requires you to put your deck into your discard pile. Hopefully that's different enough from optionally doing it to count as unique.
Thank you verry much for your help!This is my submition for the contest: [...]
How about naming this Event Indulgence? You could then use this art:
https://upload.wikimedia.org/wikipedia/commons/6/6a/A_Peasant_Girl_buying_an_Indulgence.jpg
I think giving +1 Buy isn't worth it since the player had to spent $1 four times before, which means that this Event is mostly used with a spare buy and thus additional buys don't seem to be particularly attractive here. Maybe 2 Villagers?
(https://i.imgur.com/3n6Cbvt.png)
Bad Omens is the only official card that requires you to put your deck into your discard pile. Hopefully that's different enough from optionally doing it to count as unique.
Donate also does this
After this turn, put all cards from your deck and discard pile into your hand, trash any number, shuffle your hand into your deck, then draw 5 cards.
Thank you verry much for your help!This is my submition for the contest: [...]
How about naming this Event Indulgence? You could then use this art:
https://upload.wikimedia.org/wikipedia/commons/6/6a/A_Peasant_Girl_buying_an_Indulgence.jpg
I think giving +1 Buy isn't worth it since the player had to spent $1 four times before, which means that this Event is mostly used with a spare buy and thus additional buys don't seem to be particularly attractive here. Maybe 2 Villagers?
I usualy don't like this type of art but it's far much better that nothing and it fit well with the size of the event.
For the effect, i think the fairest version: with just +2 villager for $1, you usulaly need a +buy card on the kingdom and, in this case, the card is too much +Buy dependant in my opinion. turning your reamaning coin into villagers seem a much interesting rewerd in that case and still leave you with your original buy.
Land of the People
⑨* Victory
Worth 1 VP per 2 Coppers
you have (round down).
-
During a player's Buy
phase, this costs ① less per
differently named Action
card they have in play.
Here's my submission:
(https://i.imgur.com/mWMuW6f.png)
(Sinister plot is unique in that it's the only cards where you put coin tokens on.) Takes a little time but you can get a couple free cards to hand with it. Also gives you some flexibility at the start of your turn.
+2 Cards
You may trash a card from your hand. If you do, each other player with 4 or more cards reveals a card from their hand. For each, you choose: they pass it to you; or they gain a copy to their hand.
Here's my submission:
(https://i.imgur.com/mWMuW6f.png)
(Sinister plot is unique in that it's the only cards where you put coin tokens on.) Takes a little time but you can get a couple free cards to hand with it. Also gives you some flexibility at the start of your turn.
Here's my submission:
(https://i.imgur.com/mWMuW6f.png)
(Sinister plot is unique in that it's the only cards where you put coin tokens on.) Takes a little time but you can get a couple free cards to hand with it. Also gives you some flexibility at the start of your turn.
Are you supposed to be able to remove tokens other players put on it? If not, it should say "remove any number of your tokens here..." (See Sinister Plot's wording)
(https://cdn.discordapp.com/attachments/685147225470271508/848992340428324914/Land_of_the_People_MochaMoko.png)QuoteLand of the People
Victory ⑨*
Worth 1 VP per 2 Coppers
you have (round down).
-
During a player's Buy phase,
this costs ① less per
differently named Action
they have in play.
It's Fountain, but in card form. The main unique thing it does is decrease cost from Action to Buy phase, like Peddler. There also aren't a lot of things that care about how many Coppers you have specifically (what, is it like, Keep, Fountain, Palace, uhhh Coppersmith kinda?), but that's not really the direction I was going necessarily. Oh, and sure, it costs ⑨. Woo!
I've been considering whether it should be 2 VP per 3 Coppers, or 1 VP per 2 Coppers, but I think I'm going towards 2/3 for now. Even though it's ⑨, it's going to be cheaper than Province... okay actually I like it better as a more chunky Victory card. It's going to 1/2. (Talked myself out of it).
The text on the bottom should be "During your Buy phase, this costs $1 less per differently named Action you have in play."
Quote from: Soiree+2 Cards
You may trash a card from your hand. If you do, each other player with 4 or more cards reveals a card from their hand. For each, you choose: they pass it to you; or they gain a copy to their hand.
The text on the bottom should be "During your Buy phase, this costs $1 less per differently named Action you have in play."
Thanks for replying! Now I have an excuse to make a post where I can put any replies to any other cards that I have something to say about.
I've been going off of DomBot's !text, which now uses "During a player's Buy phase..." -- this has been updated from the "During your Buy phase" wording that DomBot's Peddler text had ~last year (https://discord.com/channels/212660788786102272/285903840660946954/707225886252073032). I trust you because you're, well, LastFootnote, but just wanted to make sure you're aware of that. I was under the impression that the wording had changed to be more clear or something like that.
(https://abload.de/img/auctioncontestdikfp.png)
Prize pile from Tournament AND auction mechanic from Mountain Pass.
FAQ: This happens after the first time each player gains a Province, whether it was bought or gained another way. The player who gained the Province names an available Prize of their choice. Then the player to the left of that player bids first, then the player to their left and so on, ending with the player who gained the Province. Each bid can be a pass or a higher bid than the previous bid. Bids are in amounts of Debt. The player who bid the highest (if any) gains the Prize onto their deck and the Debt they bid. You may wish to use Project cubes to track who has already triggered this.
(https://abload.de/img/auctioncontestdikfp.png)
Prize pile from Tournament AND auction mechanic from Mountain Pass.
FAQ: This happens after the first time each player gains a Province, whether it was bought or gained another way. The player who gained the Province names an available Prize of their choice. Then the player to the left of that player bids first, then the player to their left and so on, ending with the player who gained the Province. Each bid can be a pass or a higher bid than the previous bid. Bids are in amounts of Debt. The player who bid the highest (if any) gains the Prize onto their deck and the Debt they bid. You may wish to use Project cubes to track who has already triggered this.
Slight nitpick - I think the card text should say "...gains the Prize onto their deck..." (if that's the intent).
And this may also be a silly nitpick, but the way the card is currently worded, it's not super clear that you can't name and gain a Prize that was already previously gained through Auction. I know it's clear from the FAQ that you can't, but you could just add "(from the Prize pile)" for clarity, similar to Tournament unless space is an issue.
Mountain Pass - only official card that involves bidding
My Submission:
(https://i.imgur.com/ZsbESyYh.png) Quote from: Valley RetreatVALLEY RETREAT
LANDMARK
Before the first turn, players bid VP, not more than 40VP, continuing until no player wants to bid lower. Lowest bidder takes 7 Debt and the VP they bid.
I'm not sure why, but this challenge was especially tough. Fortunately, I had previously created Valley Retreat, which fits the criteria, as it involves bidding. Valley Retreat was meant to be a variant (or reverse) of Mountain Pass. Instead of bidding Debt to collect a fixed number of VP tokens, players bid VP to collect a fixed amount of Debt.
I had previously created this Landmark while contemplating the question "what is your opening worth?" and thinking about how to put that question directly into the game. The answer was this Landmark. Players must decide how much VP they need to forego those two opening buys. As a point of clarification--when the bidding happens, the players not only know what is in the Kingdom and the turn order, but also what their opening hand will be. All of that information contributes to the decision of how much to bid, and may make the opening less valuable to some players than others. This (maybe) can have the effect of making the randomness of your opening position have less of an impact on the game, as the player who has it worst can trade their lousy opening away for VP.
I wanted to set the maximum bid very high so it would never be higher than a reasonable bid, but I did not want the maximum to be unlimited so that players spent an hour slowly bidding down from 1000VP. I wanted to allow players multiple bids because I did not want to advantage any players (unlike Mountain Pass, which rewards the player who buys the first Province with the final bid, no player at the start of the game has earned such a benefit). That said, I would definitely encourage house rules to streamline the bidding process.
(https://i.imgur.com/xiPVKgB.png)Refuge really seem like superintendant from Witchcraft (especialy the v0.1):QuoteRefuge - $3This utilises the Necromancer mechanic of flipping cards face down. Note that, unlike with Necromancer, they are not flipped back at the end of the turn.
Action/Command
Play a face-up, non-Duration Action you have in Exile, leaving it there and turning it face down.
-
When you gain or trash this, exile an Action from the supply.
Version history:
(https://i.imgur.com/YnmmRn2.png)
Version 0.1 did not have the on-trash ability.
(https://abload.de/img/auctioncontestdikfp.png)
Prize pile from Tournament AND auction mechanic from Mountain Pass.
FAQ: This happens after the first time each player gains a Province, whether it was bought or gained another way. The player who gained the Province names an available Prize of their choice. Then the player to the left of that player bids first, then the player to their left and so on, ending with the player who gained the Province. Each bid can be a pass or a higher bid than the previous bid. Bids are in amounts of Debt. The player who bid the highest (if any) gains the Prize onto their deck and the Debt they bid. You may wish to use Project cubes to track who has already triggered this.
Slight nitpick - I think the card text should say "...gains the Prize onto their deck..." (if that's the intent).
And this may also be a silly nitpick, but the way the card is currently worded, it's not super clear that you can't name and gain a Prize that was already previously gained through Auction. I know it's clear from the FAQ that you can't, but you could just add "(from the Prize pile)" for clarity, similar to Tournament unless space is an issue.
It could perhaps be "name an unclaimed Prize".
In general, errata is (or will soon be) removing things that are between turns and putting them at the end of turn.
Mountain Pass - only official card that involves bidding
My Submission:
(https://i.imgur.com/ZsbESyYh.png) Quote from: Valley RetreatVALLEY RETREAT
LANDMARK
Before the first turn, players bid VP, not more than 40VP, continuing until no player wants to bid lower. Lowest bidder takes 7 Debt and the VP they bid.
I'm not sure why, but this challenge was especially tough. Fortunately, I had previously created Valley Retreat, which fits the criteria, as it involves bidding. Valley Retreat was meant to be a variant (or reverse) of Mountain Pass. Instead of bidding Debt to collect a fixed number of VP tokens, players bid VP to collect a fixed amount of Debt.
I had previously created this Landmark while contemplating the question "what is your opening worth?" and thinking about how to put that question directly into the game. The answer was this Landmark. Players must decide how much VP they need to forego those two opening buys. As a point of clarification--when the bidding happens, the players not only know what is in the Kingdom and the turn order, but also what their opening hand will be. All of that information contributes to the decision of how much to bid, and may make the opening less valuable to some players than others. This (maybe) can have the effect of making the randomness of your opening position have less of an impact on the game, as the player who has it worst can trade their lousy opening away for VP.
I wanted to set the maximum bid very high so it would never be higher than a reasonable bid, but I did not want the maximum to be unlimited so that players spent an hour slowly bidding down from 1000VP. I wanted to allow players multiple bids because I did not want to advantage any players (unlike Mountain Pass, which rewards the player who buys the first Province with the final bid, no player at the start of the game has earned such a benefit). That said, I would definitely encourage house rules to streamline the bidding process.
That's an interesting concept. But
I'd suggest to reword the card to say "...players may bid VP...": It's possible in principle (though extremely rare) that the optimal bid would be above 40, e.g. in a kingdom with a strong pin or golden deck strategy. Or in one of those puzzle solutions "win the game in 1 turn"... ;)
is the winning bid on this ever not 3?Mountain Pass - only official card that involves bidding
My Submission:
(https://i.imgur.com/ZsbESyYh.png) Quote from: Valley RetreatVALLEY RETREAT
LANDMARK
Before the first turn, players bid VP, not more than 40VP, continuing until no player wants to bid lower. Lowest bidder takes 7 Debt and the VP they bid.
I'm not sure why, but this challenge was especially tough. Fortunately, I had previously created Valley Retreat, which fits the criteria, as it involves bidding. Valley Retreat was meant to be a variant (or reverse) of Mountain Pass. Instead of bidding Debt to collect a fixed number of VP tokens, players bid VP to collect a fixed amount of Debt.
I had previously created this Landmark while contemplating the question "what is your opening worth?" and thinking about how to put that question directly into the game. The answer was this Landmark. Players must decide how much VP they need to forego those two opening buys. As a point of clarification--when the bidding happens, the players not only know what is in the Kingdom and the turn order, but also what their opening hand will be. All of that information contributes to the decision of how much to bid, and may make the opening less valuable to some players than others. This (maybe) can have the effect of making the randomness of your opening position have less of an impact on the game, as the player who has it worst can trade their lousy opening away for VP.
I wanted to set the maximum bid very high so it would never be higher than a reasonable bid, but I did not want the maximum to be unlimited so that players spent an hour slowly bidding down from 1000VP. I wanted to allow players multiple bids because I did not want to advantage any players (unlike Mountain Pass, which rewards the player who buys the first Province with the final bid, no player at the start of the game has earned such a benefit). That said, I would definitely encourage house rules to streamline the bidding process.
That's an interesting concept. But
I'd suggest to reword the card to say "...players may bid VP...": It's possible in principle (though extremely rare) that the optimal bid would be above 40, e.g. in a kingdom with a strong pin or golden deck strategy. Or in one of those puzzle solutions "win the game in 1 turn"... ;)
I appreciate the feedback. I agree that it is important for a player to be able to pass (in fact, it's essential, since, unlike Mountain Pass, this contemplates players making more than one bid). When I designed the card, I borrowed the language from Mountain Pass (http://wiki.dominionstrategy.com/index.php/Mountain_Pass), and it didn't even occur to me that a player couldn't pass her turn (because you can with the official card). I went back and looked at looked at the Mountain Pass card page, and in the FAQ it says "Each bid can be a pass, or a higher bid than the previous bid."
Refuge really seem like superintendant from Witchcraft (especialy the v0.1):Ha! I haven't seen this before. The mechanics used are pretty similar, but the two cards would play completely differently. Superintendent is a slow setup card, whereas Refuge is is more like a card that gives you what you want at a discount, but with drawbacks.
(https://www.zupimages.net/up/21/17/qe5f.png)
I also think it's a good idea a command from exile even if Refuge seem a litle bit weak.
is the winning bid on this ever not 3?Why would the winning bid be 3? That seems like a bad consolation pirze for not being able to do anything on the first shuffle.
is the winning bid on this ever not 3?Why would the winning bid be 3? That seems like a bad consolation pirze for not being able to do anything on the first shuffle.
I think there are certainly boards on which it is optimal for no player to bid on Valley Retreat at all. The bigger issue with this is that it will just feel terrible to win this. Even if it's worth the VP that you get, you will play the whole game feeling like you're behind and being able to do less than the other players. I'm not convinced that it's a fun gameplay experience.
I think a bid of 3VP would always win the auction, but would not be a good value proposition.is the winning bid on this ever not 3?Why would the winning bid be 3? That seems like a bad consolation pirze for not being able to do anything on the first shuffle.
I think there are certainly boards on which it is optimal for no player to bid on Valley Retreat at all.I think that's possible, although I'm not entirely convinced. Holger suggested it might not be worth bidding in "a kingdom with a strong pin or golden deck strategy. Or in one of those puzzle solutions "win the game in 1 turn"... ;)"
The bigger issue with this is that it will just feel terrible to win this. Even if it's worth the VP that you get, you will play the whole game feeling like you're behind and being able to do less than the other players. I'm not convinced that it's a fun gameplay experience.
My concern would be that it doesn't make sense not to open the bidding at 40VP, so you could end up going through many bidding rounds and the end result could be very underwhelming. I'm not sure it's worth making the game longer.
I was mostly thinking of megaturn engines like KC-Bridge or Horn of plenty with support. If you're clearing out the Provinces in one turn, then it doesn't matter that the other player has a 40 VP lead. I agree that Golden Decks aren't a threat.I think there are certainly boards on which it is optimal for no player to bid on Valley Retreat at all.I think that's possible, although I'm not entirely convinced. Holger suggested it might not be worth bidding in "a kingdom with a strong pin or golden deck strategy. Or in one of those puzzle solutions "win the game in 1 turn"... ;)"
I mean, yes, but most Kingdoms have engines, and building engines is the most fun you have in Dominion.The bigger issue with this is that it will just feel terrible to win this. Even if it's worth the VP that you get, you will play the whole game feeling like you're behind and being able to do less than the other players. I'm not convinced that it's a fun gameplay experience.
I guess it could feel this way in a Kingdom with really a great engine, that you would miss out on, but otherwise I think it would feel like you are starting out ahead, and the other player(s) are trying to catch up. To look at it another way, you are doing less, but you have less you have to do to win.
One of the things I kind of like about this is it makes it so the players aren't playing exactly the same game. Those who don't win the auction have to figure out a way to make up for the deficit, while the player who did win needs to figure out how to keep the head start while playing with a weaker deck. There is a gameplay element that can sometimes be missing from Dominion.I understand the appeal in that, but still it seems that one player is playing a game that is less fun. But maybe it's not as crippling as I imagine.
I was thinking of a Golden deck like Fortress-Bishop which gives you 12 VP per turn if you get 5 Fortresses and 4 Bishops. With 2 turns ahead, it's almost certain that you can gain e.g. a sixth Fortress, which prevents the Retreated player from building the same deck (in the absence of other villages, they only get 10 VP with 4 Fortress and 4 Bishops). So the non-Retreated player nets 2 more VP than the Retreated player every round, and can thus overcome any starting point deficit.I was mostly thinking of megaturn engines like KC-Bridge or Horn of plenty with support. If you're clearing out the Provinces in one turn, then it doesn't matter that the other player has a 40 VP lead. I agree that Golden Decks aren't a threat.I think there are certainly boards on which it is optimal for no player to bid on Valley Retreat at all.I think that's possible, although I'm not entirely convinced. Holger suggested it might not be worth bidding in "a kingdom with a strong pin or golden deck strategy. Or in one of those puzzle solutions "win the game in 1 turn"... ;)"
I suppose you could "invert" the card to make it more appealing psychologically to win the bid:One of the things I kind of like about this is it makes it so the players aren't playing exactly the same game. Those who don't win the auction have to figure out a way to make up for the deficit, while the player who did win needs to figure out how to keep the head start while playing with a weaker deck. There is a gameplay element that can sometimes be missing from Dominion.I understand the appeal in that, but still it seems that one player is playing a game that is less fun. But maybe it's not as crippling as I imagine.
is the winning bid on this ever not 3?Why would the winning bid be 3? That seems like a bad consolation pirze for not being able to do anything on the first shuffle.
I think there are certainly boards on which it is optimal for no player to bid on Valley Retreat at all. The bigger issue with this is that it will just feel terrible to win this. Even if it's worth the VP that you get, you will play the whole game feeling like you're behind and being able to do less than the other players. I'm not convinced that it's a fun gameplay experience.
My concern would be that it doesn't make sense not to open the bidding at 40VP, so you could end up going through many bidding rounds and the end result could be very underwhelming. I'm not sure it's worth making the game longer.
(https://i.imgur.com/13LIDzI.png) | Street Vendor - NoMoreFun Uniqueness: Buying cards during your Action phaseYou can use thus to buy an action that you would immediately play or, for example, get a free silver (the +$1 and the two you spend is then replaced by the silver you gain and play). Less useful in late game when you're greening. |
Quote Supermarket | Supermarket - majiponi Uniqueness: Night-ActionIn some ways this doesn't actually make Werewolf less unique, since it's also a Duration card. If you've got enough actions you can play these this turnl otherwise save them for next turn at a reduced benefit. Simple, but feels like it might be a little weak for a $5. (you're paying a premium for the flexibility) |
(https://i.imgur.com/N1zOYau.png)(https://i.imgur.com/XXlP13r.jpg)
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