THE JUDGEMENT IS HEREDistrict
Action - Victory - Duration, $4
Discard a card. At the start of your next turn, +2 Cards.
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Worth 1% per 3 Action cards with +Card amounts in their text you have.
An interesting attempt to enable victory points from a specific vanilla action. For me it compares poorly to an existing Victory card, vineyard:
“Vineyard. Victory card, Costs 1 potion.
Worth 1 vp per 3 action cards you have (round down)” I feel that the VP worth is too variable, and that if you ever have vineyard on the board that i would go for that instead.
My suggested changes:
make the card be worth 1 VP for each 3 instances of +1 card draw you have.
This would change its flavor and make it different enough from vineyard. This runs the risk of making it dominant on some boards, but feudom sorta already have that. It would make it very volatile in its potential value, but i kinda like that. would make it a unique victory card.
Fun factor: low Theme: low Balance: too weak Score: 2/5 ___________
Exclave - $5
Victory
Worth 2 VP per card on your Exclave mat that another player has more copies of than you.
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When you gain this, gain an Action or Treasure onto your Exclave mat.
A victory cardwith an unique minigame.
My immediate thought looking at it is that i wish you would move an action or treasure you have in play unto your exclave mat. As is, Exclave mostly feels like keeping track of whatever cards the other player already has on their mat, and feels a bit uninteresting to me.
If you moved a card in play to the exclave mat, then you would need to on one hand decide whether you want to thin out bad cards like coppers, or want to move valuable cards that you might want to keep in your deck as a way to get much more VP.
This would also create a very unique interaction with some split piles, ruins and Loot.
Still, the minigame as currently is seems decently fun. And i like the theme.
Fun factor: medium Theme: high Balance: good Score: 3.5/5 ___________
White Tree / Night Tree • Randomizer
This pile starts with as many copies of each card as players, but minimum three and maximum five. All copies of White Tree are are on top.
White Tree • $4 • Action - Victory
+1 Card
+2 Actions
You may discard a Treasure for +1 Buy and +$1.
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If a Supply pile, except Province, is empty, Worth 1VP.
Night Tree • $5 • Action - Victory
+3 Cards
Discard a card and if it was an …
Action, +1 Action and +1 Card;
Victory, +1 Card.
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Worth 1VP per empty Supply pile.
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A complete action victory split pile, which is something we havnt seen really. That is a bit exciting to me on it’s own.
White tree seems like a decent Village variant, if a bit stronger then the usual 4$ Village.
Night tree is easily my favorite here: A smithy/moat that can become a lab or a proper smithy. And if you discard white tree, then you get a cool effect.
i think, my math is pretty off today.
I like its VP criteria more then white tree, and given that the card is pretty strong, the low VP is good in my eye.
Fun factor: Good Theme: Confusing, i dont understand it Balance: Good Score: 4/5 ___________
Estuary | Victory | $4
2
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When you gain this, set aside the top 2 cards of your deck. At the start of your next turn, put them in your hand.
One of my favorite cards from this contest, estuary is expedition put into a decent way to score VP. Its priced just right, and the way that you set aside card is very interesting. It interacts well with many types of cards and events. You could search and control your deck and then gain this as a way to “temporarly exile” bad cards or to get vital cards for next turn. Gainers can become a sort of +2 cards. And cards like shepherd would love this.
My only nitpick is whether when you gain this, you first gain this and THEN set aside the top 2 cards of your deck, or you set aside them first.
Well done
Fun factor: High Theme: Great Balance: great Score: 5/5 FINALIST ___________
Haunted Manor
- Action Victory
+2 Cards and +2 Actions. Discard a Card.
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1
In games using this, when any player gains a Victory card during their Buy phase, they put their hand onto their deck in any order.
An Inn/Lab variant of sorts. Haunted woods is one of my more liked attacks in how it changes up games, and thus the below-line effect of this card is very interesting to me. The more irritating of haunted woods is less severe because of Haunted manors sifting ability. Keeping the effect to only the buy phase is probably a good decision.
And the fact that the effect is always active in the buy phase means that sometimes i will want to buy an estate or mill or something even when the game isn’t eneding, just so i can set up the perfect next turn.
Well done.
Fun factor:High Theme:Great Balance:Great Score:5/5 Finalist ___________
Bamboo Forest (Action - Victory, $5)
Discard any number of Action cards from your hand. +$1 and +1 Villager per card discarded.
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Worth 1% per 2 Action cards in your deck that have no +Action or +Villager amounts in their text (rounded down).
This card seems competently made and like it should be fun, but it just doesnt vibe with me for some reason.
The VP aspect is pretty unique, and its Action ability is good.
But i can’t explain why i don’t like it that much.
The only thing i can pin down is that the theme feels off: Bamboo forest as a name works for an Treasure-Victory card, but not for an Action-Victory card.
Fun factor: good Theme:Medium Balance:Good Score:3.5 Fun factor: ________________________________
Note: my energy started to be very uneven at this point, and some of these judgements will be too brief and others more elaborated. im sorry if this is unfair _________________________________
Forsaken Lands
Victory - $4
Worth 5VP if you have at least as many Curses as Forsaken Lands. Otherwise, worth 2VP.
Somewhat interesting and a way to shake up curse games.
This makes some attack cards very awkward though. which isnt necessarily bad, some games with charlatan makes it a bad idea to give your opponents any curses.
With the absence of cursers its hard to make this have an impact though.
I feel that it being worth 2Vp is just too good given its condition.
Ways to counteract this might be to make this an action card that gives you a curse (or otherwise coppers) and +1 Action +2 Cards.
And have it have 0 VP if the curse count isnt higher then forsaken lands. this might break the card though.
overall, it just doesnt seem that fun to me.
Fun factor:2/5 Theme: Good Balance: ? Score: 2.5/5 ___________
Factory of Mass Production
Night/Victory 6$
Gain cards costing up to 4$ equal to the ammount of cards costing 5$ or more you gained this turn.
Worth 1 Per 4 Cards in your deck costing 4 or less.
My brain is a bit off rn but the wording of this confuses me. I think the second part “equal to the amounts of cards costing 5$ or more you gained this turn” works similarly to a card like treasure hunter? where you gain a silver for each card that was gained on the previous persons turn.
If so, thats interesting and i like it. But the wording can be improved.
The night element of this is cool, as we dont have a night victory card. The name of it is a bit weird.
The Vp part isnt as interesting as the rest of the card imo. It feels too similar to gardens.
This suggestion might be not the best, but maybe make it be “This card is worth 1Vp for each different $ card you have (not counting factory of mass production” (my intention there is to encourage cost variety. so if you have 1 0 Cost card and 2 2$ cards, then Factory of mass production would be worth 2 VP
Anyhow, this card has a lot of potential!
Fun factor:4/5 Theme:good Balance:Good? Score:3.5/ 5 ___________
| Depository - Victory -
Worth 1 per 4 Treasures you have (round down). When you gain or trash this, +2 Buys. |
Cache but as a victory card. This one falls a bit flat for me, as The VP part is very specific for treasures and a worse gardens. The +Buy part is cool.
I think this might benefit from being a Treasure-Victory card, and modifying its effects.
1 vp for for 3 Treasure cards might be better.
Personally, i would prefer seeing marchlands on the board as its on buy is more interesting then this. Sorry for the harshness.
Fun factor: 2/5 Theme: 4/5 Balance:? Score: 2/5 ___________
Rubber Duchy
$4 - Victory
2VP.
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When you trash this, discard it for +1 VP.
Cards that can't really be trashed are fun.
Rubber Duke
$4 - Victory - Reaction
2VP if you have at least 2 Rubber Duchies (Otherwise, worth 0VP).
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When you discard a Rubber Duchy either from your hand or by trashing it, you may discard this for +2 Cards.
Setup: Replace the Duchies with Rubber Duchies.
replacing the duchys with alternative oness is interesting. But the “when you trash this, discard it for +1VP” seems to me to encourage dragging the game out.
Rubber dukes react is interesting and i like it.
Fun factor:good Theme:good-ish? rubber doesnt fit dominion imo Balance: potentially too strong Score:3/5 ___________
Plains
Victory - $4
1 VP
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When you gain this, gain a non-Victory card costing up to $6.
Simple and seems fun. You clog your deck with a weak vp card in exchange for a better card. Openings with this would be very varied. And many 6 cost cards would be immediately available with this card on the field, which i like.
The fact that there are a limited amount of these also limits the gaining bonkerness.
as a side note: yes this combos in a crazy way with border village, but those combos can be very fun. and the game wouldnt be dragged out with that on the table, so its actually a plus in my book.
Only complaint is that the theme feels a bit off to me, i dont see how a plain would gain you other cards.
Fun factor:5 Theme:mid Balance: Good Score:4.5 Finalist ___________
This seems like a competently made card, and in a way its very similar to a curse.
But it just seems to break the spirit of dominion to me. In a multiplayer game, this would be political, and i also just never liked embassys “each othe player gains a silver effect”.
So i might be biased, but this just isn’t something i would want to play with.
It isn’t badly balanced or anything like that.
Fun factor: 2/ 5 Theme: Great Balance: good Score: 2 /5 ____________
Note: The Woods pile has 20 cards, regardless of number of players.
This one makes me excited when i see it. It can be a decent amount of VP on its own, and obviously it clogs the deck. But its ability to self exile is cool, and can mean that sometimes you can gain a not completely optimal victory card without clogging your deck further, gaining you vp.
This makes many kingdom victory cards feel different. Those mills might not be as attractive anymore. but maybe you want to get a farm since you already have a woods in your hand, and it better then getting a gold?
This just makes games very varied.
i like it.
Fun factor: High Theme: Great Balance: great Score:5 / 5 ___________
Attic $3 Victory
Worth 2 VP if you have more Silvers than other Treasures totaled.
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When you gain this in your Buy phase, Exile a card you have in play and a copy of it from the Supply.
Seems in a way interesting, but also i might just prefer to have feudom in the kingdom.
its “when gained in buy phase” is the interesting part, and makes it behave in a similar way to camel train.
Only question is how it interacts with duration cards: maybe make it not be able to exile those?
Fun factor:3.5 Theme:good Balance:good Score: 3.5 ___________
Second Draft
Victory - $3
Worth 1% per 10 cards in the Trash (round down).
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When you trash this card, the card that trashes it treats its cost as $6. Then, each other player gains a copy of this card.
The Vp aspect just feels kinda weird with how it treats the trashmat, and you have no way to know if this can do something cause there might not be trash on this kingdom.
Tomb has a similar problem but it doesnt take up space, and its more immediate.
the bottom bit feels weird to me.
Apologies for being so harsh here. Please continue to make more cards and experiment. Even donald, Dominions maker, has made plenty of bad cards (and some that are on my ban lists.)
Fun factor:1 Theme: ? Balance: ok Score: 1 /5 ___________
Abbey
$6 - Victory
3VP
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When you gain this, Exile your hand.
ref
Banish as a duchy! I dunno what else to say, seems decently fun. If a bit too dominating in its bottom text part.
Fun factor:4-5 Theme:5-5 Balance:too good maybe Score:4 /5 ____________________
Monkstead -- Action/Victory -- 5$
Trash a card from your hand.
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Worth 7VP if you have exactly 7 Victory cards in your deck (otherwise worth 0VP).
This is a neat one! Monkstead can be better then provinces, but only if you have a very specific amount of victory cards. The action part of the card compliments its VP condition well, as if you wernt able to get rid of estates, this would just be so weak.
Most Victory cards wants you to have as many as possible for the VP effect, but this one feels very different because of its condition. I like the little conflict.
7 VP if there are 7 Victory cards in deck also just feels nice in multiple ways: It matches other “lucky” cards like leprechaun.
Doing some math, having 7 Monksteads gives you 49VP, while having 8 provinces gives you 48 vp. But since you can keep 3 estates with the provinces, the province person wins out.
So one has to do fairly exact planning to make this card work.
This is very much a card i would like to see in dominion.
Fun factor:5 /5 Theme: Great Balance: great Score: 5 finalist _______________
FINALISTS
- Estuary by anordinaryman
- plains by Augie279
- Monkstead by silverspawn
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WINNER: Estuary by anordinarymanRunner up: Monkstead by silverspawn