Heiress - $5by xen3k
Action
+2 Cards
You may reveal a Victory card from your hand. If it is an...
Estate, +1 Buy, +$2.
Duchy, gain a Gold.
Province, +2 Actions.
Action card, play it.
So, I made a rotating split pile.by Commodore Chuckles
Pearl
Treasure - Gem - $4
+$1
Trash a card from your hand. +1 Buy for each $1 it cost. You may rotate the Gems.
Ruby
Treasure - Gem - $5
+$1
You may trash a Treasure from your hand. You may gain to your hand a Treasure costing up to $2 more than it.
Magic Crystal
Treasure - Gem - $6
+$2
When you gain this, each other player gains a Curse.
Diamond
Treasure - Gem - $7
+$4
Carpenter $3 – Action Quote +2 Cards |
[Locksmith]I think that it should say "+1 Card per other differently named Action card you have in play"
(https://i.imgur.com/fWdv7ex.png?1)
Just moving my entry from the other thread for consistency.
Repast • $4 • Action
Trash this. If you did,
+2 Cards
+1 Buy
+$2
Lumber - $2
Treasure
$1
+1 Buy
When you play this, you may discard a Victory card for +$1.
(http://imgur.com/HOphueq)
Chancellor: Action, $3
+1 Buy
+$2
You may put your deck into your discard pile.
(http://imgur.com/HOphueq)
Chancellor: Action, $3
+1 Buy
+$2
You may put your deck into your discard pile.
Messenger still exists in this world, right?
Anchorite: Action $3
If this is your only card in play, +2 Cards +1 action +$1
Woodcutter: Woodcutter is fine, it's totally fine. It's just, the main set had six vanilla cards, and did it need six? Cards that do things are more interesting. I felt like five would be enough. The card to take out wanted to be one of the +Buy cards, since I thought having three of those was better than having four (even if all three cost $5, which is what happened). Market is way more beloved so Woodcutter was the card to cut.So it's absolutely fine. If a second base set were to exist, Woodcutter could go in it. If fans want to add it to their 2nd edition base set, no problem. It might just be a bit boring for some, so with all these cheap +buy entries I've made interestingness quite an important factor; would you choose them over Woodcutter? (You wouldn't have both.)
Locksmith (D782802859)It feels nice to power this up, and the cards are in the base set to make it happen (the several cantrips, festival, throne room). There's a real newbie trap in collecting all the Actions of the kingdom when often that's wrong, but that's a nice lesson to learn here. It feels similar to Library however, in being draw you want to set up nicely; Library also has a backup plan for when it's drawn in a bad hand, you can skip the Actions, whereas this can really fail. If you don't have many different Actions in hand, then you need draw to get them, awkward if Locksmith is (part of) your draw.
Action, $5 cost.
+1 Card for each other differently named Action card you have in play.
Carpenter (gambit05)Put a +buy on a draw card and you have a valuable engine piece; newer players can learn this as they see how few +buy cards Dominion has. This is quite strong with Village, you get all your engine needs in 2 cheap cards and assemble it quickly, but you'd still need other things to get it up to winning speed most of the time. It is interesting with its Vassal synergy and general cycling, teaching its importance. Nice one.
Action, $3 cost.
+2 Cards
+1 Buy
Look at the top card of your deck; you may discard it.
Vein (Jonatan Durakhovitch)The base Treasures are a big part of the base set to be sure. Gardens quite like this too, and it's an interesting matchup to Bandit. Chapel/vein is a very potent opening, but that's Chapel being Chapel. Overall it looks like you want to start getting your deck established, as it's not the best builder, then get this to patch up economy. So it's simple and teaches a few things. It's good.
Action, $4 cost.
+1 Action
You may discard a Treasure to gain a Gold.
Repast (spineflu)The obvious thing to do here is compare this payload to gain a $5. It's going to be similar to Feast as an opener, but this is more interesting than it later in helping to set up a mega turn, and it's a nicer pickup with Workshop. If the vanilla were an Action in itself it would probably be worth $5.5 or $6, so about right. Yes, this is quite nice, and the base set lacks a one-shot yet it's a simple premise.
Action, $4 cost.
Trash this. If you did, +2 Cards, +1 Buy and + $2.
Lumber (xen3k)The +buy is the big attraction here, over Silver. It also introduces kingdom Treasures, can be good for Mine to upgrade a Copper into once or twice, and sometimes Bandit steals one of your buys away, which can hurt. It's alright, but not that exciting.
Treasure, $2 cost.
$1
+1 Buy
When you play this, you may discard a Victory card for + $1.
Well (Fly-Eagles-Fly)Well well well, which of this or Carpenter is the better card? They're very similar and teach the same thing about +buys. This doesn't increase hand size though, so it generally likes a greater money density for its +buy. It's pretty great at making Gardens decks more consistent, but otherwise I'd say Carpenter has the edge in the modern engine meta and feels a bit more interesting. This isn't bad though.
Action, $3 cost.
+3 Cards
+1 Buy
Discard 2 cards.
Lumber Mill (silverspawn)Sure, this could exist fine, 1 extra buy won't increase the cost that much. It has an emphatic function. Is it interesting? For Gardens it's cool, otherwise it's very much like Woodcutter. You can use this, you may as well have it over Woodcutter for a little more spice, but it's still not that compelling.
Action, $3 cost.
+2 Buys
+ $2
Healer (NoMoreFun)Putting a +buy on an optional trash card makes for a valuable engine piece. There's also a funny trick that may take a while for some beginners to twig: buy Curses to trash later. Not that they'll carry that lesson on to later expansions. There's countering Witch as well of course. Does the base set need more trashing? It's rather concentrated onto 2 cards (and Moneylender, Remodel sometimes), so probably. Nice one.
Action, $2 cost.
+1 Buy
+ $1
You may trash a card from your hand. If it's a Curse, + $3.
Chancellor (LastFootnote)It would probably have made a lot of sense to fuse the two $3 terminal Silvers into one card in the first place. But now there's a fair bit of top-of-deck synergy in 2E, is the Chancellor effect such a good fit? As in 1E, it's rarely useful. The card overall is quite nice - we know that from Messenger - and the vanilla makes sense with deck into discard to add more good stuff to a new shuffle. So like Lumber Mill, you may as well use this over Woodcutter and I would say over Lumber Mill itself, but it's still not adding a lot more.
Action, $3 cost.
+1 Buy
+ $2
You may put your deck into your discard pile.
Anchorite (LittleFish)Going mid to late game this might be interesting, how many of these do you put in your deck to improve the chances of proccing it, can you make use of several Moats to draw the rest of your deck? But as an opener, this looks rather automatic and probably explains why Donald hasn't made a card following this premise.
Action, $4 cost.
+2 Cards
If this is your only card in play, +1 Action and + $2.
Silversmith (LordBaphomet)Difficult to tell if + $3 is enough of a bonus; you're only getting $1 more, so just the same as Woodcutter, yet if it were too high it could be centralising, everyone leeching on each other's Silversmiths for food. Perhaps a bit less interesting than the 4 Cards variant you had before (Council Room was a fair point), and as is I'd say it's on the weak side.
Action, $3 cost.
+1 Buy
+ $1
You may trash a Silver from your hand for + $3. Each player (including you) may gain a Silver.
Gentleman (pubby)I'm not finding many good uses for this, only setting up Vassal. The Treasure option is worse than a terminal Silver in having to top-deck a Copper, and the Victory option is for when you've drawn your whole deck with $16+ and you can handle a weak next hand. So a rather narrow card that's not too interesting overall.
Action, $2 cost.
Reveal a card from your hand and put it onto your deck. If it's an…
Action, +3 Actions;
Treasure, + $3;
Victory, +3 Buys.
Saprophyte (grrgrrgrr)The premise of a Victory card affected by another player's deck could be made to work, though it has the potential to be political in 3+ player games if the group is so inclined. This one can escalate into being better than Duchy very easily; one player only needs 4 or more Villages, Silvers or Vassals. It doesn't feel too good in the base set, where new players are trying to learn what makes a good deck; it's more like an Empires card in its competitiveness, skill and tracking opponents' decks. So: it might be an idea worth banking and tweaking, but it doesn't fit this contest too well imo.
Victory, $5 cost.
Worth 1VP per card in the largest group of identical $3-costs in another player's deck (if it's a tie, count any one).
Informer
$3 - Action
+$1.
Reveal the top four cards of your deck. Put all victory cards and any one other card into your hand. Put the rest back in any order.
Farmers Guild
$5 - Action-Victory
Discard up to 3 victory cards from your hand for +2 cards each. If any of them were Action cards, +1 Action.
-
2 VP
Lumbermonger • $5 • Action - Treasure
If it's your Buy phase, +$2.
Otherwise, you may gain a card costing up to $4.
Bluff Action (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)
You and the player to your left both name a card. If either of you believe the other does not have the card they named, you may call them on it. You call first if you both wish to call. If nobody calls, +2 if you named the higher costing card. If someone calls and someone lied about their card, the person who didn't lie gains a gold. If both lied, then both gain a copper onto their deck
I'll move it to RCBIBluff Action (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)
You and the player to your left both name a card. If either of you believe the other does not have the card they named, you may call them on it. You call first if you both wish to call. If nobody calls, +2 if you named the higher costing card. If someone calls and someone lied about their card, the person who didn't lie gains a gold. If both lied, then both gain a copper onto their deck
Are you serious? I have put that text in the card image generator. It produces a wall of text of 11 lines in a very tiny font size. That would be way too much for any Dominion card, let alone one for Intrigue.
(https://trello-attachments.s3.amazonaws.com/5f734c336e86cd37f111e3d7/5f734c56c7b7c43a3def8b17/5bdf4a5674ee9ac8f54e494fa00cc2da/image.png)QuoteLumbermonger • $5 • Action - Treasure
If it's your Buy phase, +$2.
Otherwise, you may gain a card costing up to $4.
To be fair, the German version of Noble Brigand may be longer.
Edit: yup. (https://www.poeppelkiste.de/rezensionen/2011/hinterland/edlerraeuber.gif)
The original version, however, was 10 lines plus the +1$ sign (as you can see in the link), which is longer than 10 lines without a +1$. The version I own also has 10 lines I believe. Apparently they cut it by 3 lines in a reprint.
Impersonator - Action, $5 cost.
+ $1
Choose one: reveal the top 3 cards of your deck, set aside one of the Actions, discard the rest, then play the Action; or replay an Action card you've played this turn that's still in play.
(https://trello-attachments.s3.amazonaws.com/5f734c336e86cd37f111e3d7/5f734c56c7b7c43a3def8b17/5bdf4a5674ee9ac8f54e494fa00cc2da/image.png)QuoteLumbermonger • $5 • Action - Treasure
If it's your Buy phase, +$2.
Otherwise, you may gain a card costing up to $4.
I don't want to be a spoilsport, but I am afraid this is not a good choice for a typical Intrigue card. While an Action-Treasure card is certainly exciting, and Lumbermonger fulfills the criterion "different choices", it would be way ahead of its time. The first official cards that allowed to be played in different phases were in quite late expansions (as far as I am aware of), e.g. Crown. While your card concept would easily fit there or in later expansions, I think it is not a good choice for Intrigue.
(https://trello-attachments.s3.amazonaws.com/5f734c336e86cd37f111e3d7/5f734c56c7b7c43a3def8b17/5bdf4a5674ee9ac8f54e494fa00cc2da/image.png)QuoteLumbermonger • $5 • Action - Treasure
If it's your Buy phase, +$2.
Otherwise, you may gain a card costing up to $4.
I don't want to be a spoilsport, but I am afraid this is not a good choice for a typical Intrigue card. While an Action-Treasure card is certainly exciting, and Lumbermonger fulfills the criterion "different choices", it would be way ahead of its time. The first official cards that allowed to be played in different phases were in quite late expansions (as far as I am aware of), e.g. Crown. While your card concept would easily fit there or in later expansions, I think it is not a good choice for Intrigue.
ok. judge it on those merits then. This is the color split missing in intrigue and i entered it on those grounds while fulfilling the rest of the criteria (choices, simplicity, etc). I'm very happy with it as my entry and think it fits the goals of the intrigue expansion while giving a small taste of what's to come in future expansions. Consider it a sui generis case like how Nomad Camp used to be the only thing that messed with the opening, or how masquerade is the only card that uses the pass mechanic.
Choose one: +1 Action and +$2; or gain* a card costing up to $4.
You could easily convert it to an Action card with "Choose one: +1 Action, +$2; or gain a card costing up to $4."QuoteLumbermonger • $5 • Action - Treasure
If it's your Buy phase, +$2.
Otherwise, you may gain a card costing up to $4.
I don't want to be a spoilsport, but I am afraid this is not a good choice for a typical Intrigue card. While an Action-Treasure card is certainly exciting, and Lumbermonger fulfills the criterion "different choices", it would be way ahead of its time. The first official cards that allowed to be played in different phases were in quite late expansions (as far as I am aware of), e.g. Crown.
ok. judge it on those merits then. This is the color split missing in intrigue and i entered it on those grounds while fulfilling the rest of the criteria (choices, simplicity, etc). I'm very happy with it as my entry and think it fits the goals of the intrigue expansion while giving a small taste of what's to come in future expansions. Consider it a sui generis case like how Nomad Camp used to be the only thing that messed with the opening, or how masquerade is the only card that uses the pass mechanic.
You could easily convert it to an Action card with "Choose one: +1 Action, +$2; or gain a card costing up to $4."QuoteLumbermonger • $5 • Action - Treasure
If it's your Buy phase, +$2.
Otherwise, you may gain a card costing up to $4.
I don't want to be a spoilsport, but I am afraid this is not a good choice for a typical Intrigue card. While an Action-Treasure card is certainly exciting, and Lumbermonger fulfills the criterion "different choices", it would be way ahead of its time. The first official cards that allowed to be played in different phases were in quite late expansions (as far as I am aware of), e.g. Crown.
ok. judge it on those merits then. This is the color split missing in intrigue and i entered it on those grounds while fulfilling the rest of the criteria (choices, simplicity, etc). I'm very happy with it as my entry and think it fits the goals of the intrigue expansion while giving a small taste of what's to come in future expansions. Consider it a sui generis case like how Nomad Camp used to be the only thing that messed with the opening, or how masquerade is the only card that uses the pass mechanic.
Either way, I think it should cost $4.
Also special treasure cards only started in alchemy.You could easily convert it to an Action card with "Choose one: +1 Action, +$2; or gain a card costing up to $4."QuoteLumbermonger • $5 • Action - Treasure
If it's your Buy phase, +$2.
Otherwise, you may gain a card costing up to $4.
I don't want to be a spoilsport, but I am afraid this is not a good choice for a typical Intrigue card. While an Action-Treasure card is certainly exciting, and Lumbermonger fulfills the criterion "different choices", it would be way ahead of its time. The first official cards that allowed to be played in different phases were in quite late expansions (as far as I am aware of), e.g. Crown.
ok. judge it on those merits then. This is the color split missing in intrigue and i entered it on those grounds while fulfilling the rest of the criteria (choices, simplicity, etc). I'm very happy with it as my entry and think it fits the goals of the intrigue expansion while giving a small taste of what's to come in future expansions. Consider it a sui generis case like how Nomad Camp used to be the only thing that messed with the opening, or how masquerade is the only card that uses the pass mechanic.
Either way, I think it should cost $4.
I think this is too strong for $4 but too weak for $5... the $5 version of this card already exists, and it's Charm. Charm isn't strictly better than this by any means, but it does the same type of thing in an overall more versatile and powerful way.
Also special treasure cards only started in alchemy.
Whelp nevermind... can't believe I forgot about that.Also special treasure cards only started in alchemy.
Harem
(https://i.imgur.com/5BlCx1g.png)
Hmm. I'm not sure that Intrigue needs cheap ways to KC a Torturer.(https://i.imgur.com/5BlCx1g.png)
Maybe this should trigger off of it having 2 or more types so it's less narrow. Minor nitpick, the color spit is upside down. The white should be above the green.
(https://i.imgur.com/wICzvLT.png)So, this ability triggers every shuffle when I discard it from play? Super fast pile-outs + gardens synergy is what I'm getting. Not sure it needs +1 Action
Heiress - $5
Action
+2 Cards
You may reveal a Victory card from your hand. If it is an...
Estate, +1 Buy, +$2.
Duchy, gain a Gold.
Province, +2 Actions.
Action card, play it.
I like it, but I think as-is it should cost $5. Also, it'd be nice to have other victory cards do something with it too, so maybe:QuoteHeiress - $4
Action
+2 Cards
You may reveal a Victory card from your hand. If it is an...
Estate, +1 Buy, +$2.
Duchy, gain a Gold.
Province, +2 Actions.
Action card, play it.
I wanted to make something similar to Baron in that Victory cards matter, but make it relevant late game. The main power level concerns I have are the Estate level rewards and the Action level rewards. I think $4 is appropriate, but could be mistaken.
You may reveal a Victory card from your hand. If it is an...(...or something)
Estate, +1 Buy, +$2.
Province, +2 Actions.
Action card, play it.
any other victory card, gain a treasure card costing up to $1 more than it.
I like it, but I think as-is it should cost $5.QuoteHeiress - $4
Action
+2 Cards
You may reveal a Victory card from your hand. If it is an...
Estate, +1 Buy, +$2.
Duchy, gain a Gold.
Province, +2 Actions.
Action card, play it.
I wanted to make something similar to Baron in that Victory cards matter, but make it relevant late game. The main power level concerns I have are the Estate level rewards and the Action level rewards. I think $4 is appropriate, but could be mistaken.
+$1.
Reveal the top four cards of your deck.
Put all victory cards and any one other
card into your hand. Put the rest back
in any order.
Discard up to 3 victory cards from
your hand for +2 cards each.
If any of them were Action cards,
+1 Action.
----------------------------------
2 VP
If it's your Buy phase, +$2.
Otherwise, you may gain a
card costing up to $4.
+1 Action
+1 Card for each victory card in play.
------------------------------
1 VP
+$1
Choose one: reveal the top 3 cards
of your deck, set aside one of the Actions,
discard the rest, then play the Action;
or replay an Action card you've played
this turn that's still in play.
You may play an Action card
from your hand twice. If it is
Victory card, play it another
time.
-------------------------
1 VP
Choose one: +1 Action and
look at the top 3 cards of
your deck, discard any
number of them and put the
rest back in any order; or
+2 Cards.
+1 Action
Discard any number of cards.
+$1 per card discarded.
----------------------------
When you discard this other
than during Clean-up, you
may trash it to gain a card
costing up to $6.
+2 Cards
You may reveal a Victory card
from your hand. If it is an...
Estate, +1 Buy, +$2.
Duchy, gain a Gold.
Province, +2 Actions.
Action card, play it.
Worth 1VP if you have
more Estates than Landscapers
------------------------------
+1 Action, +$1.
Reveal cards from your deck
until you reveal a Victory card.
Put that card into your hand
and discard the rest.
Prefectureby Fragasnap
Cost: $5 - Action – Victory
Reveal cards from your deck until you reveal a Victory card. If you do, put it and one other revealed card into your hand. Discard the rest.
-
Worth 2 VP.
Royal Tutorby Beyond Awesome (before Command cards were a thing)
Cost: $5 - Action
You may play an action card from your hand. If you do so, play another action from the supply costing up to the cost of the first played card, leaving it there.
Royal Expedition
$6 - Action-Duration
Now and at the start of your next turn, you may play an Action card from your hand twice.
Drawbridge
$3 - Action - Duration
+2 cards. At the start of your next turn, you may trash a card from your hand.
-
While this is in play, when another player plays an attack, its player may discard a card. If they don't, you are unaffected by the attack.
Shipyard
+1 Action
At the start of your next turn, discard a card from your hand and gain a card costing up to $5.
Action - Duration
$4
(https://i.imgur.com/0ed9bHZ.png?1)
Not really sure on the wording.
The missing Attack-Duration for Seaside:
(https://i.ibb.co/s66D1m5/image.png)
Frigate
$5 - Action - Attack - Duration
Now and at start of your next turn:
+$1
Each other player discards down to 3 cards.
(https://i.imgur.com/0ed9bHZ.png?1)
Not really sure on the wording.
Conceptually elegant, but totally busted. +2$ +2 cards is reasonable at 5$, and this is actually better than that since you'll essentially always use +2$ now and then can't draw cards dead on the next turn.
(https://i.imgur.com/0ed9bHZ.png?1)
Not really sure on the wording.
Conceptually elegant, but totally busted. +2$ +2 cards is reasonable at 5$, and this is actually better than that since you'll essentially always use +2$ now and then can't draw cards dead on the next turn.
I think it would be fine at $5, as it is nerfed by being a Duration. The card's effect is clearly stronger than Merchant Ship, but probably weaker than Wharf as it lacks +Buys.
Ferryman $4 – Action - Duration Quote Trash up to 2 cards from |
Needs a title
(https://i.imgur.com/artVcsr.png)
Shipbuilder - Action Duration, $4 cost.You're gaining a cheap card and a nice $5 in whichever order you like. The top-deck gaining can influence your decisions and make planning ahead a bit more defined.
Choose one: gain a card onto your deck costing up to $3; or gain a card onto your deck costing up to $5.
At the start of your next turn, get the other choice.
Not to be a broken record, but this is also totally busted. This card is about as strong as Wharf (albeit less mass-able) and costs 4$. The fact that the penalty occurs after discard attacks means that those are a reasonable counter, but absent a militia, discarding 2 cards isn't a serious penalty for something with this kind of an effect. You'll just buy this every game.I totally disagree, without the extra Buy this would be significantly weaker than Smithy. As you pointed out, discarding at the start of your turn is like anti Duration draw.
Handsize attacks are in now way merely a „reasonable counter“, they make the card basically unplayable. After Militia hit, you can keep your Village at the start of your turn, and perhaps your village draws into your Steamboat. If it does not, the turn is lost (1 card does very little).
You seriously underestimate the two huge liabilities of the card.Handsize attacks are in now way merely a „reasonable counter“, they make the card basically unplayable. After Militia hit, you can keep your Village at the start of your turn, and perhaps your village draws into your Steamboat. If it does not, the turn is lost (1 card does very little).
I'm happy to just assume this is true. That doesn't really solve the problem. If a card is busted in 90% of cases but useless in 10%, this doesn't make the 90% any less problematic. You don't average the powerlevel, you still look at just the 90%.
And if we just assume no discard, you have a bonkers effect. The penalty of discarding 2 cards at the start of your turn seems significantly smaller than that of your opponent discarding a specific card now. In other words, even if you took away the buy, it would still be stronger than envoy, probably by quite a bit. Envoy is top tier $4s. Adding a buy to that is nuts.
For the sake of argument, let us invert the order of Embassy: "Discard 3 cards. If you did, +5 Cards."
Does it being a duration make it worse? Barely, actually, since you only want two of them anyway (unless you have no chances to ever draw your deck).The notion that you only need two Smithy (variants) in a deck is utterly ludicrous, and even more so when they are Durations. In general, how many terminal drawers you need / you want / are optimal is extremly Kingdom and deck dependent.
Sunken Treasure - Action - $5
+2 Cards
Choose one: Put a gold from the Supply and the top card of your deck face up on your Native Village mat; or put up to 3 cards from your Native Village Mat on top of your deck in any order.
Neat idea, but I think it might be weak for $5. Maybe have the second option be "Take three cards from your Native Village mat, putting one in your hand, and the rest on top of your deck" ?QuoteSunken Treasure - Action - $5
+2 Cards
Choose one: Put a gold from the Supply and the top card of your deck face up on your Native Village mat; or put up to 3 cards from your Native Village Mat on top of your deck in any order.
This submission deals with three sub-themes of Seaside -- Gold Gaining, top of the deck, and mats. It may look like this combos excellently with Native Village except those cards together mean your hand size stays exactly same.
Somehow, I had the idea that not all Seaside cards are duration cards. Idk why I thought that.I like the card, but I really don't think it needs the drawback of helping other players.
<waterfall>
In light of the previous discussion, I imagine segura will think this is underpowered. It isn't. Anyway, I thought that discarding first is actually an underutilized mechanic.
Somehow, I had the idea that not all Seaside cards are duration cards. Idk why I thought that.I like the card, but I really don't think it needs the drawback of helping other players.
<waterfall>
In light of the previous discussion, I imagine segura will think this is underpowered. It isn't. Anyway, I thought that discarding first is actually an underutilized mechanic.
Also, I think the set expansion contests are supposed to use at least one of the mechanical themes of the expansion, which for Seaside would be: duration, other next-turn/top-decking stuff (like Treasury/Treasure Map), usage of the Seaside mats, pirate ship tokens, embargo tokens, etc.
With Ghost Ship, you could keep your junk in your hand, knowing you can discard it to draw your better cards with Waterfall.Somehow, I had the idea that not all Seaside cards are duration cards. Idk why I thought that.I like the card, but I really don't think it needs the drawback of helping other players.
<waterfall>
In light of the previous discussion, I imagine segura will think this is underpowered. It isn't. Anyway, I thought that discarding first is actually an underutilized mechanic.
Also, I think the set expansion contests are supposed to use at least one of the mechanical themes of the expansion, which for Seaside would be: duration, other next-turn/top-decking stuff (like Treasury/Treasure Map), usage of the Seaside mats, pirate ship tokens, embargo tokens, etc.
When I started designing a card for this contest, my first thought was to create a non-Duration card that has some effects underrepresented in Seaside. Once I was done with it; I realised that it really didn't looked like a typical Seaside card (although it might fit well with the expansion) and rejected the idea. In contrast, I think with Waterfall there is a Seaside mechanic, but not immediately obvious. It is the discarding of the top card that other players can do; a nice counter to top-decking attacks such as Ghost Ship and Sea Hag.
Somehow, I had the idea that not all Seaside cards are duration cards. Idk why I thought that.I like the card, but I really don't think it needs the drawback of helping other players.
<waterfall>
In light of the previous discussion, I imagine segura will think this is underpowered. It isn't. Anyway, I thought that discarding first is actually an underutilized mechanic.
Also, I think the set expansion contests are supposed to use at least one of the mechanical themes of the expansion, which for Seaside would be: duration, other next-turn/top-decking stuff (like Treasury/Treasure Map), usage of the Seaside mats, pirate ship tokens, embargo tokens, etc.
Caravan had nothing to do with seaside either. Waterfall makes the most sense in seaside if anythingThe focus of the expansion contests is first and foremost on mechanics. The theme should ideally match, but that is secondary.
Caravan had nothing to do with seaside either. Waterfall makes the most sense in seaside if anythingThe focus of the expansion contests is first and foremost on mechanics. The theme should ideally match, but that is secondary.
If the focus would be on theme, I could post a Night card named Pirate" that I play with and that uses Spoils and the Treasure Chest.
Neat idea, but I think it might be weak for $5. Maybe have the second option be "Take three cards from your Native Village mat, putting one in your hand, and the rest on top of your deck" ?QuoteSunken Treasure - Action - $5
+2 Cards
Choose one: Put a gold from the Supply and the top card of your deck face up on your Native Village mat; or put up to 3 cards from your Native Village Mat on top of your deck in any order.
This submission deals with three sub-themes of Seaside -- Gold Gaining, top of the deck, and mats. It may look like this combos excellently with Native Village except those cards together mean your hand size stays exactly same.
Also, I didn't realize Seaside had a gold-gaining subtheme.
Sunken Treasure - Action - $5
+2 Cards
Choose one: take up to two cards from your Native Village Mat, putting one in your hand and the other on top of your deck; or put a gold from the Supply and the top card of your deck face up on your Native Village mat.
Closing Submissions
I will try and get the results posted tonight.
Closing Submissions
I will try and get the results posted tonight.
I completely forgot to put a price on mine so if it could just be taken out of the consideration? Thanks.
$5 - Action-Duration
Set aside a card from your hand. At the start of your next turn, trash that card and gain a card to your hand costing up to $2 more than it.
$3 - Action-Duration
+2 cards. At the start of your next turn, you may trash a card from your hand.
-
While this is in play, when another player plays an attack, its player may discard a card. If they don't, you are unaffected by the attack.
$4 - Action-Duration
Choose one: +2 Cards or +$2. At the start of your next turn, get the other choice.
$4 - Action-Duration
Trash up to 2 cards from your hand and put that many Coin tokens on this.
At the start of your next turn: Remove the Coin tokens, for +$1 each.
$5 - Action-Attack-Duration
Now and at start of your next turn:
+$1
Each other player discards down to 3 cards.
$6 - Action-Duration
At the start of your next turn, gain a card costing up to $5.
-
While this is in play, when you gain a card, you may put it in your hand.
$4 - Action-Duration
+$2
At the start of your next turn, you may trash or gain to hand a card from your Island mat.
-
While this is in play, when you gain a card, put it on your Island mat.
$6 - Action-Duration
Now and at the start of your next turn, you may play an Action card from your hand twice.
$4 - Action Duration
Choose one: gain a card onto your deck costing up to $3; or gain a card onto your deck costing up to $5.
At the start of your next turn, get the other choice.
$4 - Action-Duration
+1 Action
At the start of your next turn, discard a card from your hand and gain a card costing up to $5.
$4 - Action-Duration
+5 Cards
+1 Buy
At the start of your next turn, discard 2 cards.
$5 - Action
+2 Cards
Choose one: take up to two cards from your Native Village Mat, putting one in your hand and the other on top of your deck; or put a gold from the Supply and the top card of your deck face up on your Native Village mat.
$5 - Action
Discard up to 3 cards from your hand. +2 Cards per card discarded. Each other player may discard a card, to draw a card.
Homunculus
$3P - Action
+1 Action
+3 Cards
+1 Buy
Choose one: Trash a Treasure card from your hand, or trash this.
Astrologer $3P – Action Quote
|
Aonbarr • $4⚗ • Action
+4 Cards
You may trash a card from your hand.
You may return this to its pile for +2 Actions.
-
Instead of paying this card's cost, you may pay ⚗⚗; if you do, +1 Buy and +$2
In the future, when we've done all expansions we could continue with hypothetical crossover expansions, for example Adventures/Nocturne (night-reserve cards!), or Cornucopia/Hinterlands (when gain, if you have at least 5 differently named cards in play).
(https://i.imgur.com/b1kJFsZ.png) | Quote Alchemist's Laboratory $1P Action |
Alchemist's Laboratory
(https://i.imgur.com/b1kJFsZ.png) QuoteAlchemist's Laboratory $1P Action
+1 Card
+1 Action
Play a Potion or a Silver. If you do, +1 Card and gain a Gold.
You may play a Potion or a Silver, for +1 Card and...
Alchemist's Laboratory
(https://i.imgur.com/b1kJFsZ.png) QuoteAlchemist's Laboratory $1P Action
+1 Card
+1 Action
Play a Potion or a Silver. If you do, +1 Card and gain a Gold.
I think a better wording is:QuoteYou may play a Potion or a Silver, for +1 Card and...
This avoids the cases when a player has a Potion or Silver in hand, but doesn't play it for whatever reason. The other players wouldn't know.
According to my understanding of the spirit of Alchemy is gaining a Gold a bit counter-productive. It would get more difficult to gain and chain Alchemist's Laboratory and/or to buy other cards. How about: "...for +1 Card and +1 Buy"?
+1 Buy seems to be underrepresented in Alchemy; and would fit with the somehow odd cost of Alchemist's Laboratory ($2P might be better anyway).
(https://i.imgur.com/yjkxG8r.png) | Quote Alchemist's Laboratory $1P Action |
Catalyst - Action, PP cost.Alchemy probably doesn't need more draw though.
+1 Action
+1 Buy
Play any number of Treasures from your hand. + $1 per Potion you played.
Draw until you have 6 cards in hand.
I don't want to change to a +1 buy because it would be too near to your nice suggestion Astrologer (http://forum.dominionstrategy.com/index.php?topic=20521.msg855647#msg855647) and would have to have higher costs. So I stay with +1 Gold (historically the mainspring of Alchemists ;) ).
Why no +1 buy? I always play Alchemy with these basic cards:
(https://imgur.com/9oyeCcx.png) (https://imgur.com/x1BvJet.png)
Alchemist's Laboratory
(https://i.imgur.com/yjkxG8r.png) QuoteAlchemist's Laboratory $1P Action
+1 Card
+1 Action
You may play a Potion or a Silver, for +1 Card and gain a Gold.
I've hardly ever played with alchemy, but here's something that seems to fit:QuoteCatalyst - Action, PP cost.Alchemy probably doesn't need more draw though.
+1 Action
+1 Buy
Play any number of Treasures from your hand. + $1 per Potion you played.
Draw until you have 6 cards in hand.
Here's my submission, might change it out later.QuoteHomunculus
$3P - Action
+1 Action
+3 Cards
+1 Buy
Choose one: Trash a Treasure card from your hand, or trash this.
(https://i.imgur.com/88u7bIC.png) | Quote Alchemist's Laboratory $2P Action |
School Courier - $5
Action
+1 Action
Trash a card from your hand. Choose one: gain a Card costing up to $2 more; or gain a card costing up to (P) more; or gain to your hand a Potion and a Copper.
School Courier - $5Works nicely with Apothecary, because you can turn your opening Estates into Apothecaries, and you're less worried than normal about having lots of Coppers. Its other good within-Alchemy Estate-targets are Scrying Pool and University.
Action
+1 Action
Trash a card from your hand costing more than $0. Choose one: gain a Card costing up to $2 more; or gain a card costing up to ^ more; or gain to your hand a Potion and a Copper.
School Courier - $5Works nicely with Apothecary, because you can turn your opening Estates into Apothecaries, and you're less worried than normal about having lots of Coppers. Its other good within-Alchemy Estate-targets are Scrying Pool and University.
Action
+1 Action
Trash a card from your hand costing more than $0. Choose one: gain a Card costing up to $2 more; or gain a card costing up to ^ more; or gain to your hand a Potion and a Copper.
Aside from that, probably a little weak - you've only got three targets in your starting deck, and trashing a good card from hand to get a better one in your discard pile has to be thought about carefully.
(https://scontent-ort2-2.xx.fbcdn.net/v/t1.15752-9/p1080x2048/121477700_680866362555619_5493080732939066880_n.png?_nc_cat=106&_nc_sid=ae9488&_nc_ohc=BEClLZA7gjwAX_849ip&_nc_ht=scontent-ort2-2.xx&oh=091669689b2e513248ece72008eb1abd&oe=5FB0BB6A)QuoteSchool Courier - $5
Action
+1 Action
Trash a card from your hand. Choose one: gain a Card costing up to $2 more; or gain a card costing up to (P) more; or gain to your hand a Potion and a Copper.
My group does not play with Alchemy or any custom Potion cards, so this is gonna be difficult for me. Decided to go with something like Apprentice where it does not cost Potion, but does interact with the mechanic. It gives an alternate way to obtain Potion cards, but does not make it easy. Notably, I did not want it to be able to get rid of starting Copper, so it is weaker then most every other remodeler. Not sure if this is completely balanced, or something people who use Alchemy would want in the set, but I enjoyed working on it.
Edit: Changing it so that you can trash Copper. Not sure if that would make it too good.
(https://i.ibb.co/ncVrL6b/image.png)
Distillery
P - Action
+1 Buy
Trash a card from hand. Gain a Potion or a card costing up to $2 more than the trashed card.
(https://i.imgur.com/DbhbSVS.png) | Quote Alchemist's Laboratory $1P Action |
Homunculus
$3P - Action
+1 Action
+3 Cards
+1 Buy
Choose one: Trash a Treasure card from your hand, or trash this.
Astrologer
$3P – Action
+1 Action
Choose one: Return a Potion from your hand to the Supply, for +3 Cards; or +1 Buy and gain a Potion to your hand.
Aonbarr • $4P • Action
+4 Cards
You may trash a card from your hand.
You may return this to its pile for +2 Actions.
-
Instead of paying this card's cost, you may pay PP; if you do, +1 Buy and +$2
Catalyst - Action, PP cost.
+1 Action
+1 Buy
Play any number of Treasures from your hand. + $1 per Potion you played.
Draw until you have 6 cards in hand.
School Courier - $5
Action
+1 Action
Trash a card from your hand. Choose one: gain a Card costing up to $2 more; or gain a card costing up to (P) more; or gain to your hand a Potion and a Copper.
Distillery
P - Action
+1 Buy
Trash a card from hand. Gain a Potion or a card costing up to $2 more than the trashed card.
Alkahest - Action - $5
+3 Cards
The first time you play a Treasure costing $4 or more this turn, +$2.
Humanoid
cost $6P - Action - Duration
Set aside a non-Duration, non-Command Action card from the Supply costing up to $4. At the start of each of your turns, play that Action, leaving there.
Alchemist's Laboratory $1P Action
+1 Card
+1 Action
+1 Buy
You may play a Potion or a Silver for +1 Card.
Minister
cost $5 - Treasure
+$2
+2 Buys
You may put your deck into your discard pile.
---
When you buy this, play it.
Shipping Lane • $3 • Action
+1 Buy
You may gain a Copper to your hand. If you do, cards cost $1 less per Coin token on the Trade Route mat.
-
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.
Prosperity has big rebuilding, big throning, various flavors of big money, but no big draw. Alas,
(https://i.ibb.co/rcSMJMG/Royal-Escort.png)
Prosperity has big rebuilding, big throning, various flavors of big money, but no big draw. Alas,
(https://i.ibb.co/rcSMJMG/Royal-Escort.png)
Gives a needed new use for (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) tokens (3 cards isn't enough for a new mechanic). And gives extra incentives to buy Provinces even though the game is more likely to be a Colony game. I like.
Royal Foundries - $7
Action
+1 Action
Discard a card. Gain a card to your hand costing less than it. If you would gain a card costing more than this, instead trash this to gain that card to your hand.
(https://scontent-ort2-2.xx.fbcdn.net/v/t1.15752-9/p1080x2048/122460500_824318911720271_8686722221753868056_n.png?_nc_cat=102&_nc_sid=ae9488&_nc_ohc=Vf696y_ejjsAX_CL6Gs&_nc_ht=scontent-ort2-2.xx&oh=1ef474ba5c287b6b39e00ec08112cac3&oe=5FB35B27)QuoteRoyal Foundries - $7
Action
+1 Action
Discard a card. Gain a card to your hand costing less than it. If you gained a card costing more than this, trash this or the gained card.
A non-terminal gainer, especially one that can trash itself for a Province or Platinum, seems like a card worth $7. I am not sure if this is too strong or not. It can certainly snow-ball your late game. I had a terminal version that gave an Extra VP token if you gain a VP card off it. Could change this out for that if this version is deemed too good. Feedback is welcome.
(https://scontent-ort2-2.xx.fbcdn.net/v/t1.15752-9/p1080x2048/122460500_824318911720271_8686722221753868056_n.png?_nc_cat=102&_nc_sid=ae9488&_nc_ohc=Vf696y_ejjsAX_CL6Gs&_nc_ht=scontent-ort2-2.xx&oh=1ef474ba5c287b6b39e00ec08112cac3&oe=5FB35B27)QuoteRoyal Foundries - $7
Action
+1 Action
Discard a card. Gain a card to your hand costing less than it. If you gained a card costing more than this, trash this or the gained card.
A non-terminal gainer, especially one that can trash itself for a Province or Platinum, seems like a card worth $7. I am not sure if this is too strong or not. It can certainly snow-ball your late game. I had a terminal version that gave an Extra VP token if you gain a VP card off it. Could change this out for that if this version is deemed too good. Feedback is welcome.
Discard Colony for Platinum, revealing Watchtower to topdeck, trying to trash that Platinum, and fail. Is it broken?
Racecourse - Action, $6 cost.This sets up a race to be the first to trash a card from each pile. It has to use tokens because of Lurker and Treasurer, and I figure it will be self-intuitive that this and trade route hold one coin token each on the Victory piles (the wording implies that to me, but I may be wrong).
+3 Cards
You may trash a card from your hand. If you do, remove the token from its pile (if it's there) for +1VP per $1 the trashed card costs.
-
Setup: put a coin token on each supply pile.
It needs to give incentives to end game. KC-KC-RE-RE (+12vp) will be the optimal strategy too often. Goons piles out piles. Bishop needs fuel.
Bellows - Treasure - $4
$1
+1 Card
Trash a card from your hand. Discard one or more cards to gain a Treasure costing exactly $1 more per card discarded.
(https://i.imgur.com/6mnMeVO.png?1)
A card that interacts with Prosperity's litany of expensive cards, and with expensive card in other sets.
Discarding them strengthens the miss state since the cards of cost <5$ are weaker than average. But I think generally these types of cards topdeck as a way to nerf them, and specifically make them less mass-able.
The most relevant comparison here is Seer, which makes me think this is ok as-is.
Heirloom JewelryFor each 2 Golds you play, you next Heirloom Jewelry makes $4.
$6 - Treasure
+$2.
You may discard 2 cards for +$2.
This turn when you play a Gold, +1 Card.
+$2
+2 Buys
You may put your deck
into your discard pile.
---
When you buy this, play it.
+1 Buy
You may gain a Copper to your hand.
If you do, cards cost $1 less per Coin
token on the Trade Route mat.
-
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.
+4 Cards
You may discard a Province, for +2 VP.
Worth $1
At the start of clean up, exchange
a treasure you would discard from
play for a treasure costing up to
$6 more than it.
+1 Action
Discard a card. Gain a card to your
hand costing less than it. If you
would gain a card costing more
than this, instead trash this to gain
that card to your hand.
+3 Cards
You may trash a card from your hand.
If you do, remove the token from its
pile (if it's there) for +1VP per $1 the
trashed card costs.
-
Setup: put a coin token on each supply pile.
+2 Actions
Reveal the top three cards
of your deck. Add the cards
that cost $5 or more to your
hand and put the rest back
in any order.
$1
+1 Card
Trash a card from your hand.
Discard one or more cards to
gain a Treasure costing exactly
$1 more per card discarded.
$1
You may discard a Victory card
for +$2 and +1VP
+$2
You may discard 2 cards for +$2.
This turn when you play a Gold,
+1 Card.
Waitress - $4
Action-Reaction
Reveal any number of differently named cards from your hand and discard them. +2 Cards per card discarded.
--------
When you discard this other than during Clean-up, you may reveal it to play it.
Mushroom Picker - Action, $5 cost.I thought terminal draw, trashing and $5 costs were a bit lacking in Cornucopia. Revealing hand to count the different cards is the only real way to get draw to care about variety sensibly (the contest qualifying factor), the downside being it might be slow to resolve.
+3 Cards
Reveal your hand; count the differently named cards in it. If there are 4 or more, you may trash a card from your hand. If there are 6 or more, you may gain a Gold.
Something pretty basic, Harvest but with cards.clarifying question: i reveal estate, estate, copper, silver; do i discard one estate or two?
(https://i.imgur.com/u9IOnOM.png)
+2 Cards
+1 Action
Discard 2 cards.
-
When you discard this other than during Clean-up, you may trash it for [...]
(https://i.ibb.co/4fRvdm5/Samhain.png) | Samhain $3 – Action Quote
|
Trapper • $3 • Action
+1 Action
+$1
Reveal your hand. Reveal the top card of your deck; if you do not have a copy of it in your hand, +1 Card; otherwise, discard it.
Is the order randomized or are the always in the order you've written down here?
Waitress by Xen3k (https://scontent-ort2-2.xx.fbcdn.net/v/t1.15752-9/p1080x2048/123103296_1090217208092624_4395395823210008893_n.png?_nc_cat=107&ccb=2&_nc_sid=ae9488&_nc_ohc=KcQktq271zgAX-J8r_V&_nc_ht=scontent-ort2-2.xx&oh=00d6d14facc4a4de85d39de09caa42a2&oe=5FBC7D08) | I have two issues with this. One is that it seems unreasonably strong. Remember how Menagerie is worth buying even if you can't discard anything, just because the chance of no duplicates in a 4 card hand is decent. This can commonly draw 8 cards (net +4 cards) the first time, and it'll draw 16 and more fairly often. The other is the reaction. I'm not sure why it's there, but it plays out weirdly. You can play a Waitress using another waitress, which is a little confusing. It's usually not good because you'd rather draw first and have a larger hand, but it can be if you are short on actions. (Say you only have 2 Actions, not sure if you draw a Village, you can play W1, discard W2, use it to discard some more duplicates.) It also has an odd interaction with discard effects. Say you play Militia, I discard Card+Waitress, I play Waitress, discard 3 cards, draw 6. Do I discard back down to 3? I think (http://forum.dominionstrategy.com/index.php?topic=15668.msg856882#msg856882) the answer is yes, but I think it's a bad thing that this comes up. Also, if the answer is yes, that means you can then discard the next Waitress on that discard. It's arguable, but I don't think all of that complexity is good. |
Mushroom Picker by Aquila Mushroom Picker - Action - $5 +3 Cards Reveal your hand; count the differently named cards in it. If there are 4 or more, you may trash a card from your hand. If there are 6 or more, you may gain a Gold. | Like Waitress, I think this is busted. I wrote in my Spice Merchant article that almost every card that trashes without handsize reduction is among the strongest cards in the game. This card does that. Having 4 differently named cards in hand after drawing is pretty easy. I predict that this would be the go-to thing on every board with a village, preferable over almost any other drawer. I also don't see having six cards be difficult, so it takes care of your payload automatically, and in a pretty strong way. I would also skip Forager and other weak trashers. Just getting a lot of those will thin the deck fine. I think this might work better if the numbers were tweaked. 4 and 6 is too easy. Note that the wording allows you to get both effects when you have 6 or more. In terms of the concept, rewarding you for variety after drawing might be a good idea. |
Field by segura (https://i.imgur.com/u9IOnOM.png) | Nice art. Feels in line with official cards. Most terminal draw is auto-buy whenever it's the only way to build an engine, so it's more relevant to ask how it plays if you buy it than whether you do buy it. It wouldn't be terribly different from Smithy or Envoy, but it does make you want to buy different villages if possible, which is neat. Powerlevel is pretty high, probably better than Smithy and Envoy, but it's within reason. I like it. I don't think it has any big problems. |
Crops by pubby [] - Action - Reaction - 3$ +2 Cards +1 Action Discard 2 cards. - When you discard this other than during Clean-up, you may trash it for [...] The [...] bit differs for each 10 cards. They are: Tomato Crop: +3 Cards Eggplant Crop: +$2, +2 Buys Pumpkin Crop: +3 Actions Turnip Crop: Gain a Gold. Onion Crop: Gain a Duchy. Lettuce Crop: Draw until you have 7 cards in hand. Apple Crop: Trash two cards from your hand. Corn Crop: Gain a card costing $4 or less. Beans Crop: Gain two Silvers to your hand. Squash Crop: +1 Card, +1 Action, +$1 | The floor here is a Dungeon without the duration effect, which is not great but occasionally strong enough to be bought by itself. The reactions are all over the place. Gaining a duchy is useless if you have it early. Getting +3 Actions is also not going to be good most of the time. Gaining two silvers right to your hand can be great if it's very early. It's quite swingy, but feels in line with Knights or Boons. The overall powerlevel seems about medium, definitely not busted. One thing to keep in mind is that these trigger without requiring you to spend an action or play a card from your hand (you have to play another card to discard them, but not for the effect of the trashed crop). So +3 cards corresponds to a real 3 card advantage, which is like playing triple horse. I like Boons, and I could see these being fun in a similar way. I will say that Corn Crop seems like it misses the power level a bit (seems worse than all the others). There's no situation in which buying a 3$ that then becomes a 4$ is great. I think it should just gain the card to your hand. It also has the problem of drawing in response to Discard. I play Militia, you discard Tomato Crop, you draw 3 cards; I believe you still discard back down to 3. This is probably something Donald X avoided on purpose. But it's not as much of an issue here, with just two of the cards drawing. |
Samhain by gambit05 (https://i.ibb.co/4fRvdm5/Samhain.png) | I was a bit disappointed that we didn't get a Prize card this time. Instead, we have a novel way to gain prizes. Here, the condition is 'draw this with 3 unique action cards (that you haven't played before)', rather than 'draw this with a province'. This is a tricky one to figure out. You now have to invest in engine-y stuff rather than victory cards to gain prizes. This probably changes the powerlevel of prizes. For example, the main reason why Followers is so strong is that it's often correct to keep buying green cards and not optimize your deck in Trounament games, and then, every Followers is a 2 point swing. Play three of them, and your opponent is an entire province down. That's pretty brutal. But in a proper engine, if you can just get rid of the Estate/Curse Followers is less strong (though still pretty strong). With this card, it might not be rare to see Princess picked first. It's also an interesting effect in itself. It's always effectively +x actions, but x can be quite high. I tend to like games where making +Actions is difficult but doable. One downside is that it'll be a dead card whenever the board doesn't allow for a good engine. On such boards, the direct effect is weak and the gaining effect too hard to get. But that's okay, not every card needs to be playable on every board. I like this a lot. I think it may fix some of the issues with prizes, and enable some fairly unique decks. However, I think your Rule Clarification contradicts the card as-is. 'Play any number of Action cards from your hand' strongly reads to me as 'choose any number of action cards from your hand, then decide an order, then play them in that order', not 'do this as many times as you want: play an action card that you don't have a copy of in play' (which I believe is what your rule clarification says). The latter version is also much stronger, which I don't think is good. Either way, wouldn't it be more elegant to say 'If you played at least three card this way, trash this to gain a Prize or a card costing up to 6$' instead of the second paragraph? I'm not sure why the delayed gain is necessary. It does make it so you can't play the Prize in the same turn, but is that important? The card looks like it has too much text right now (also why is there space at the top of the text field?) |
Trapper by spineflu (https://trello-attachments.s3.amazonaws.com/5f734c336e86cd37f111e3d7/5fa16d2f24579e0e391308a1/cbccf3d181f88d4b921f8000e6eeb422/image.png) | On first glance, the floor is a Copper, the Ceiling is a Peddler. On second glance, the floor is a bit better since you can often play good cards from your hand first, if you want to play them, so the card discarded is probably below average. I think it's an okay/good design. Powerlevel should be perfectly fine, on the weak side but totally playable. Don't see any big problems. |
(https://i.imgur.com/tX3qUAW.png)
Contest 7: Dark Ages
Lots of stuff to do here: Ruins, Shelters, Spoils and trashing over trashing.
Shambles - Action Looter, $4 cost.
+2 Actions
Either play a Ruins from your hand twice, or one in the Supply twice leaving it there. If you played a Ruined Library, discard a card. If a Survivors, +1 Card.
At Clean-up, you may discard a Ruins to exchange this for a Digsite.
Digsite - Action, $0* cost.It's a Village with a random effect, maybe that's a bit of fun in itself. It can also upgrade into a draw that returns to hand. Like Asper's Town/Road but more complex; it used to give Spoils as well since you don't need to track repeated gains of them, but do I want to make it even crazier with Champion?
+2 Cards
You may play a Ruins from your hand.
Return this to your hand.
(This is not in the Supply.)
(https://i.ibb.co/cTPSYHS/image.png)
Warlord Throne
$5 - Action - Looter
You may play an Action card from your hand or from top of the Ruins pile twice. If you did, you may trash it to gain a Spoils.
I was considering this variant: "You may gain a Ruins into the hand. You may play an Action card from your hand twice. You may trash that card to gain a Spoils", but too many "you may" makes it ugly.(https://i.ibb.co/cTPSYHS/image.png)
Warlord Throne
$5 - Action - Looter
You may play an Action card from your hand or from top of the Ruins pile twice. If you did, you may trash it to gain a Spoils.
Playing a card from the supply without "leaving it there" is weird. I would guess that makes the card become yours, but there's not really a precedence for that.
I was considering this variant: "You may gain a Ruins into the hand. You may play an Action card from your hand twice. You may trash that card to gain a Spoils", but too many "you may" makes it ugly.(https://i.ibb.co/cTPSYHS/image.png)
Warlord Throne
$5 - Action - Looter
You may play an Action card from your hand or from top of the Ruins pile twice. If you did, you may trash it to gain a Spoils.
Playing a card from the supply without "leaving it there" is weird. I would guess that makes the card become yours, but there's not really a precedence for that.
What about this: "Gain a Ruins into your hand. You may play an Action card from your hand twice and then trash it. If you did, gain a Spoils."
I think the most recent version should be compared to Procession.I was considering this variant: "You may gain a Ruins into the hand. You may play an Action card from your hand twice. You may trash that card to gain a Spoils", but too many "you may" makes it ugly.(https://i.ibb.co/cTPSYHS/image.png)
Warlord Throne
$5 - Action - Looter
You may play an Action card from your hand or from top of the Ruins pile twice. If you did, you may trash it to gain a Spoils.
Playing a card from the supply without "leaving it there" is weird. I would guess that makes the card become yours, but there's not really a precedence for that.
What about this: "Gain a Ruins into your hand. You may play an Action card from your hand twice and then trash it. If you did, gain a Spoils."
That last version seems a lot weaker than the original; it can't be used as a normal Throne Room.
Ragman - $3
Action - Looter
+2 Cards
You may play an Action card costing less than this from your hand. If it is a Ruins, trash it for +1 Action.
-
When you gain this, gain 2 Ruins.
(https://i.imgur.com/IffsCI7.png)
Both go on top of deck.
Restore • $5 • Action - Looter
+1 Action
Trash a card from your hand.
Choose one: Gain a Silver; or gain a card costing up to $1 more than the trashed card.
-
When this is trashed, each player (including you) gains a Ruins to their hand.
(https://trello-attachments.s3.amazonaws.com/5f734c336e86cd37f111e3d7/5fab1f3d5fbab259b3a5ff4c/1a94fee7ec6e8ebe78f9c5d20845915c/image.png)QuoteRestore • $5 • Action - Looter
+1 Action
Trash a card from your hand. If it cost $0, gain a Silver; Otherwise, gain a card costing up to $1 more than the trashed card.
-
When this is trashed, each player (including you) gains a Ruins to their hand.
For all its focus on the trash, Dark Ages doesn't have a straightforward flexible remodeler for the card you gain - sure, it's got Altar, where you turn ∀ into a $5; it's got Procession, but that's a fixed +$1 remodeler; it's got Rats, where you turn ∀ into Rats*; and it's got Gravedigger, where you expand Actions only; and it's got Rebuild, which turns games into boring - but nothing that turns ∀ into ∀+$1 (or less! you decide! run down piles!).
I considered having it gain a Spoils instead of Silver, but i think Silver will be better what with Feodum in the same set (plus, it makes it so you still have to deal with junk when Silver is a stop card). It's on-trash effect is designed for interaction with Knights, or self-interaction as a sort of Messenger-style nonattack attack. It's nonterminal, in the vein of Rebuild. And it gets you out of the $1 hole that Remake/Upgrade/other +$1 remodelers put you in, which could be problematic in Poor House games.
*
(https://i.imgur.com/XLcrflZ.png)
that's a good simplification and doesn't change the card too drastically. I made those changes.(https://trello-attachments.s3.amazonaws.com/5f734c336e86cd37f111e3d7/5fab1f3d5fbab259b3a5ff4c/1a94fee7ec6e8ebe78f9c5d20845915c/image.png)QuoteRestore • $5 • Action - Looter
+1 Action
Trash a card from your hand. If it cost $0, gain a Silver; Otherwise, gain a card costing up to $1 more than the trashed card.
-
When this is trashed, each player (including you) gains a Ruins to their hand.
For all its focus on the trash, Dark Ages doesn't have a straightforward flexible remodeler for the card you gain - sure, it's got Altar, where you turn ∀ into a $5; it's got Procession, but that's a fixed +$1 remodeler; it's got Rats, where you turn ∀ into Rats*; and it's got Gravedigger, where you expand Actions only; and it's got Rebuild, which turns games into boring - but nothing that turns ∀ into ∀+$1 (or less! you decide! run down piles!).
I considered having it gain a Spoils instead of Silver, but i think Silver will be better what with Feodum in the same set (plus, it makes it so you still have to deal with junk when Silver is a stop card). It's on-trash effect is designed for interaction with Knights, or self-interaction as a sort of Messenger-style nonattack attack. It's nonterminal, in the vein of Rebuild. And it gets you out of the $1 hole that Remake/Upgrade/other +$1 remodelers put you in, which could be problematic in Poor House games.
Love this design. For simplicity, consider "Trash a card from your hand. Choose one: gain a Silver; or gain a card costing up to $1 more than the trashed card." This change does not impact the power level that much (the only difference is now you can turn shelters/poor house into silvers) and I think the simplicity is worth it.
The on-trash mechanic is very interesting cool direction.
Hmm I like Restore even better with that wording, but think it should really cost $4. This is partly because of power level (it's weaker than Upgrade usually), but also because at $4 you can Restore a Restore into a $5 card, and can restore a Silver into a Restore.
Hmm I like Restore even better with that wording, but think it should really cost $4. This is partly because of power level (it's weaker than Upgrade usually), but also because at $4 you can Restore a Restore into a $5 card, and can restore a Silver into a Restore.i dont agree because its definitely stepping on vanilla remodel's toes for strictly better early game (copper->silver, etc) (likewise trading post or other silver-centric trashers). i see where you're coming from but it would be too good at $4.
Vulture
$4 - Action - Reaction - Looter
+$2
Gain a Ruins into your hand. Play it twice and then trash it.
-
When another player trashes a card, you may discard this to gain a Spoils into your hand.
Heavily modified Warlord Throne
(https://i.ibb.co/B22kzdZ/image.png)QuoteVulture
$4 - Action - Reaction - Looter
+$2
Gain a Ruins into your hand. Play it twice and then trash it.
-
When another player trashes a card, you may discard this to gain a Spoils into your hand.
Dissect - Action - Looter - $4
Trash a card from your hand. Choose a different thing per $1 it costs: trash a card costing less than it from the Supply; trash a card from your hand; gain a Spoils; gain a Silver; play the top Ruins in the Supply twice leaving it there.
Heavily modified Warlord Throneis there a reason you gain the ruins to your hand? seems like an unnecessary step when things like innovation exist.
(https://i.ibb.co/B22kzdZ/image.png)QuoteVulture
$4 - Action - Reaction - Looter
+$2
Gain a Ruins into your hand. Play it twice and then trash it.
-
When another player trashes a card, you may discard this to gain a Spoils into your hand.
Hmm I like Restore even better with that wording, but think it should really cost $4. This is partly because of power level (it's weaker than Upgrade usually), but also because at $4 you can Restore a Restore into a $5 card, and can restore a Silver into a Restore.i dont agree because its definitely stepping on vanilla remodel's toes for strictly better early game (copper->silver, etc) (likewise trading post or other silver-centric trashers).
I think Restore would be terribly weak at 5$. It's 2$ worse than Mine on-play if used on Coppers, which is a big deal, and Mine is quite underwhelming for a 5$.terminality matters here
Principality• $5+ • Victory
2%
-
When you buy this, you may overpay for it; for each $2 you overpay (round down), gain a Duchy.
If you don't overpay, +1 Coffers.
(https://trello-attachments.s3.amazonaws.com/5f734c336e86cd37f111e3d7/5fb170145e877b1085a8cb42/01eee8869aa23af6ca809551c6f08df2/image.png)Wouldn't it be "for every (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) overpaid..."QuotePrincipality• $5+ • Victory
2%
-
When you buy this, you may overpay for it; for each $2 you spend (round down), gain a Duchy.
If you don't overpay, +1 Coffers.
sure(https://trello-attachments.s3.amazonaws.com/5f734c336e86cd37f111e3d7/5fb170145e877b1085a8cb42/01eee8869aa23af6ca809551c6f08df2/image.png)Wouldn't it be "for every (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) overpaid..."QuotePrincipality• $5+ • Victory
2%
-
When you buy this, you may overpay for it; for each $2 you spend (round down), gain a Duchy.
If you don't overpay, +1 Coffers.
Discard any number of
cards for +$1 each.
----------------------------
When you buy this, you may
overpay for it. For each $1
you overpaid, +1 Card at
the end of this turn.
I personally was always surprised that there wasn't an overpay that converted coins to coffers.
(https://i.imgur.com/GPDtAb0.png)
(https://trello-attachments.s3.amazonaws.com/5f734c336e86cd37f111e3d7/5fb170145e877b1085a8cb42/1b9dded6a47dfc2afe5aa9a29bd51522/image.png)QuotePrincipality• $5+ • Victory
2%
-
When you buy this, you may overpay for it; for each $2 you overpay (round down), gain a Duchy.
If you don't overpay, +1 Coffers.
Is "round down" intended? Wouldn't this mean overpaying $5 gives 3 Duchies? Could be okay, just asking.
Is "round down" intended? Wouldn't this mean overpaying $5 gives 3 Duchies? Could be okay, just asking.
(http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)/(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) rounds down to 2 Duchies...
Royal Appointment - Victory, $3+ cost.It will be tiny text, but I can't think of anything better to attach the overpay bit on to. If you're sacrificing $ for extra turns, then your deck is already good.
2VP
-
When you first buy Royal Appointment on each of your turns, if the previous turn wasn't yours: you may overpay for it. Take another turn after this one drawing 1 card per $1 overpaid for your hand (instead of 5).
QuoteRoyal Appointment - Victory, $3+ cost.It will be tiny text, but I can't think of anything better to attach the overpay bit on to. If you're sacrificing $ for extra turns, then your deck is already good.
2VP
-
When you first buy Royal Appointment on each of your turns, if the previous turn wasn't yours: you may overpay for it. Take another turn after this one drawing 1 card per $1 overpaid for your hand (instead of 5).
You buy your first one in the turn for $3, and you get an extra turn with 0 cards in hand; is that an issue?
When you buy this, you may overpay for it.
If the previous turn wasn’t yours, take another
turn after this with +1 Card per $1 overpaid.
You buy your first one in the turn for $3, and you get an extra turn with 0 cards in hand; is that an issue?
Players may choose not to overpay, even if they have extra coins, but cannot choose to overpay by $0; to overpay, a player has to actually pay more than the cost.http://wiki.dominionstrategy.com/index.php/Overpay
Gangster
$5 - Action - Attack
+2 Cards.
The player to your left reveals the top card of their deck. You may reveal a copy of the revealed card for +1 Coffers.
Each other player with at least 5 cards in hand discards a copy of the revealed card (or reveals they can't). If they discarded an Action or Treasure costing at least $5, they get +1 Coffers.
Gangster
$5 - Action - Attack
+3 Cards.
The player to your left reveals the top card of their deck. Each other player with at least 5 cards in hand discards a copy of the revealed card (or reveals they can't). If they discarded an Action or Treasure costing at least $3, they get +1 Coffers.
(I hope the judges don't mind that I made a card that I can enter in both contests for this week)
[EDITed]QuoteGangster
$5 - Action - Attack
+2 Cards.
The player to your left reveals1 the top card of their deck. You may reveal a copy of the revealed card2 for +1 Coffers.
Each other player with at least 5 cards in hand discards a copy of the revealed card3. If they discarded an Action or Treasure4 costing at least $5, they get +1 Coffers.
Why?(I hope the judges don't mind that I made a card that I can enter in both contests for this week)
[EDITed]QuoteGangster
$5 - Action - Attack
+2 Cards.
The player to your left reveals1 the top card of their deck. You may reveal a copy of the revealed card2 for +1 Coffers.
Each other player with at least 5 cards in hand discards a copy of the revealed card3. If they discarded an Action or Treasure4 costing at least $5, they get +1 Coffers.
1 Maybe, discards is better?
2 I think this needs "from your hand"You're right. And the card was wordy as it was, and this is going to make it too wordy. I need to decide which part to cut...
3 ...and this needs: "(or reveals they can't)".
4 How about: If it's an Action or Treasure...Then it would look like it refers to the revealed card whether they discarded a copy or not.
Why?(I hope the judges don't mind that I made a card that I can enter in both contests for this week)
[EDITed]QuoteGangster
$5 - Action - Attack
+2 Cards.
The player to your left reveals1 the top card of their deck. You may reveal a copy of the revealed card2 for +1 Coffers.
Each other player with at least 5 cards in hand discards a copy of the revealed card3. If they discarded an Action or Treasure4 costing at least $5, they get +1 Coffers.
1 Maybe, discards is better?2 I think this needs "from your hand"You're right. And the card was wordy as it was, and this is going to make it too wordy. I need to decide which part to cut...
3 ...and this needs: "(or reveals they can't)".4 How about: If it's an Action or Treasure...Then it would look like it refers to the revealed card whether they discarded a copy or not.
(EDITed my entry)
Gong Farmer - $2+
Action
+2 Cards
+1 Action
Discard 2 cards.
-
When you buy this, you may overpay for it. For each $1 you overpaid, you may trash a non-Victory card from your hand.
AtelierThe overpay option is probably OP: you can stock all the unused $ into Coffers (compare to Pageant which is quite a strong Event and only stores 1$)
cost $4+ - Action
+1 Coffer
Remove any number of tokens from your Coffers. For each token removed, gain a card costing up to $4.
---
When you buy this, you may overpay for it. For each $1 you overpaid, +1 Coffer.
(https://i.ibb.co/VN7NrSY/image.png) (https://tinyurl.com/y26u5svz)
Caravel
$5 - Action
Reveal the top 3 cards from your deck. +1 Coffers per Treasure card revealed.
You may play one of the revealed Action cards. Discard the rest.
I've put the non-image cards into images this time; makes formatting easier and I see how much text the card has. Btw, it's Coffers, not Coffer, and vanilla bonuses are always uppercase.
Final Verdict: 2nd place: Principality 1st place: Caravel Caravel does a concept that I really think should exist, and it seems well-executed and well-worded. |
Hey, this is the same effect I've just used for Rice Paddy in the WDC thread.
I think it's a great idea! 8)
My idea for the top half was: let's make it a dead card so you're penalized for buying it all the time. Your idea seems to be: let's make it something that works together with the bottom part.
I think this demonstrates beyond a reasonable doubt that you're a much nicer person than I am.
(I was mostly joking about that last part.) We've skipped Hinterlands, so that could also be the next one.and there's no rule saying we have to go in order. If I won, I'd have skipped to Nocturne (not bc it's my fav expansion, but because it's the one with the narrowest card pool imo, on account of shoehorning in a new phase/type and having to build the basis vector for that).
Magistrate
Action (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)
You may reveal a victory card from your hand. If it costs (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png) or more, +(http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png). Otherwise, +(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png)
----
When you gain this, each other player reveals a Victory card from their hand and puts it onto their deck (or reveals a hand with no Victory cards).
Magistrate
Action (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)
You may reveal a victory card from your hand. If it costs (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png) or more, +(http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png). Otherwise, +(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png)
----
When you gain this, each other player reveals a Victory card from their hand and puts it onto their deck (or reveals a hand with no Victory cards).
Vizier • $3 • Action - Attack
Gain a Silver. Each other player with 4 or more cards in hand reveals their hand and places the lowest cost (in coins) card on top of their deck.
-
When you gain this, do its attack.
QuoteMagistrate
Action (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)
You may reveal a victory card from your hand. If it costs (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png) or more, +(http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png). Otherwise, +(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png)
----
When you gain this, each other player reveals a Victory card from their hand and puts it onto their deck (or reveals a hand with no Victory cards).
I'm not sure if this is good enough. It may not work because it depends on having dead cards in hand. Maybe lowering the price, and upping the difference between rewards would be better. Any advice?
Also thinking +1 Buy would help justify the $5 price tag, but also maybe up the hit/miss by a dollar (+$4 on collision, +$2 on miss).QuoteMagistrate
Action (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)
You may reveal a victory card from your hand. If it costs (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png) or more, +(http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png). Otherwise, +(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png)
----
When you gain this, each other player reveals a Victory card from their hand and puts it onto their deck (or reveals a hand with no Victory cards).
I'm not sure if this is good enough. It may not work because it depends on having dead cards in hand. Maybe lowering the price, and upping the difference between rewards would be better. Any advice?
This looks like a nice late game card when players have a substantial number of Victory cards in their deck. However, the best case scenario when you play it is +$3, which seems quite weak for a $5 cost card. I don't know whether it would be balanced at $4. If not, a little extra bonus (e.g. +1 Buy) may help. The on-gain effect looks like an "Attack", but if I am correct that this card is bought rather late in the game, it may actually help the opponents to line up their Magistrate with a Victory card. This could be cool, but not combined with a weak on-play effect.
(https://trello-attachments.s3.amazonaws.com/5f734c336e86cd37f111e3d7/5fbc17c0a64a6341c7f51a62/a79023b8ce0a5e2be2e3edd02d7c7684/image.png)QuoteVizier • $3 • Action - Attack
Gain a Silver. Each other player with 4 or more cards in hand reveals their hand and places the lowest cost card on top of their deck.
-
When you gain this, do its attack.
Noble Bureaucrat? Uses the new Noble Brigand style wording.
edited for 4 or more cards, and because i missed probably the easiest thematic naming opportunity I've ever thought up.
Also thinking +1 Buy would help justify the $5 price tag, but also maybe up the hit/miss by a dollar (+$4 on collision, +$2 on miss).QuoteMagistrate
Action (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)
You may reveal a victory card from your hand. If it costs (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png) or more, +(http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png). Otherwise, +(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png)
----
When you gain this, each other player reveals a Victory card from their hand and puts it onto their deck (or reveals a hand with no Victory cards).
I'm not sure if this is good enough. It may not work because it depends on having dead cards in hand. Maybe lowering the price, and upping the difference between rewards would be better. Any advice?
This looks like a nice late game card when players have a substantial number of Victory cards in their deck. However, the best case scenario when you play it is +$3, which seems quite weak for a $5 cost card. I don't know whether it would be balanced at $4. If not, a little extra bonus (e.g. +1 Buy) may help. The on-gain effect looks like an "Attack", but if I am correct that this card is bought rather late in the game, it may actually help the opponents to line up their Magistrate with a Victory card. This could be cool, but not combined with a weak on-play effect.
(https://i.ibb.co/gTTNfLF/Pyramid.png)
Pioneer $4 – Action Quote
|
Sampan - Action, $4 cost.The on-play effect I'm sure about except the + $2. The on-gain effect is an add-on largely because there's space for it; I could take it off.
+1 Action
+ $2
Once this turn, when you gain a Treasure, you may play it for +1 Buy.
-
When you gain this, play up to 4 Treasures from your discard pile.
Monkey - $3
Action
+1 Buy
+ $1
You may play a non-Monkey Action card from your hand. If it costs more than this, gain a Silver, otherwise, gain a Monkey.
----
When you gain this, +$2.
(https://live.staticflickr.com/65535/50642714753_36b6b119e1_b.jpg)QuoteMonkey - $3
Action
+1 Buy
+ $1
You may play a non-Monkey Action card. If it costs more than this, gain a Silver, otherwise, gain a Monkey.
----
When you gain this, +$1.
An optionally non-terminal +Buy and Coin. If you take advantage of the non-terminality you get a bonus, either a Silver or another Monkey. When you gain a Monkey you get a coin, so having those +Buys helps. Careful using this as you may balloon your deck full of Silver and Monkeys. Not sure if this is too weak. I could always bump up the below line bonus to make getting more Monkeys more appealing.
(https://live.staticflickr.com/65535/50642714753_36b6b119e1_b.jpg)QuoteMonkey - $3
Action
+1 Buy
+ $1
You may play a non-Monkey Action card. If it costs more than this, gain a Silver, otherwise, gain a Monkey.
----
When you gain this, +$1.
An optionally non-terminal +Buy and Coin. If you take advantage of the non-terminality you get a bonus, either a Silver or another Monkey. When you gain a Monkey you get a coin, so having those +Buys helps. Careful using this as you may balloon your deck full of Silver and Monkeys. Not sure if this is too weak. I could always bump up the below line bonus to make getting more Monkeys more appealing.
You want to specify that the non-monkey card comes from your hand.
I don’t know, the Silver gaining could degenerate into self-junking.
Monkey seems quite weak to me. At best, it's a Pouch that automatically gains copies of itself or Silver, junking your deck unless you play Big Money. And if you don't play an Action with it, it's significantly worse than Woodcutter...I don’t know, the Silver gaining could degenerate into self-junking.
That is actually intended as a feature. You always do have the option to not play an Action. Too many Monkeys and they may feel like junk as well. Hinterlands has something of a theme of making large decks and filtering through it, I wanted Monkey to be something of a Magpie/Rats/Imp that emphasized that.
(https://i.ibb.co/hFCw5Nz/image.png) | Magistrate by LittleFish (http://forum.dominionstrategy.com/index.php?topic=20521.msg857692#msg857692) Baron for Duchies and endgame accelerator, Nobles' best friend. Will it give cash when a Victory card is not revealed? I assume yes, otherwise it's too weak. The on gain "non-attack" cannot be reacted or deflected, similar to Masquerade, which might be confusing. |
(https://i.postimg.cc/3RWg5Mcd/Missionary-V1-EN.png) | Missionary by X-Tra (http://forum.dominionstrategy.com/index.php?topic=20521.msg857695#msg857695) The pace of this card makes it one of the strongest first turn purchases possible, while silver gaining slows it down and avoids insanity. This card probably needs a more brutal name, taking into account the self-synergy when Missionaries trash each other. Short List |
(https://trello-attachments.s3.amazonaws.com/5f734c336e86cd37f111e3d7/5fbc17c0a64a6341c7f51a62/233f0dbacf4f546a067d868e059e570c/image.png) | Vizier by spineflu (http://forum.dominionstrategy.com/index.php?topic=20521.msg857707#msg857707) This Bureaucrat remake looks stronger than the original, as it attacks all the hands, not just those with Victory cards. Topdecking the cheapest card is marginally stronger than topdecking anything, but might be very strong in the game opening - I would consider sometimes opening with two Viziers. |
(https://i.ibb.co/gTTNfLF/Pyramid.png) | Pyramid by silverspawn (http://forum.dominionstrategy.com/index.php?topic=20521.msg857711#msg857711) This one is probably the closest to the Hinterlands theme, rhyming with Crossroads and Stables. Relatively weak on play effect unless paired with a Kingdom treasure (Tunnel is the best friend) Short List |
(https://i.ibb.co/ydDYGpf/Pioneer.png) | Pioneer by gambit05 (http://forum.dominionstrategy.com/index.php?topic=20521.msg857799#msg857799) Remodeling the topdeck is weak in the beginning when the topdeck is likely a Copper. I would consider +Action to let multiple Pioneers work on the same card. |
(https://i.ibb.co/PrQ2yKr/image.png) | Sampan by Aquila (http://forum.dominionstrategy.com/index.php?topic=20521.msg857817#msg857817) Action Silver with a nice and balanced on play effect (net gain a Silver and +$1 or a Gold for -$1). The on buy may be enormous in bloated hands, but it requires more memorizing of the discard pile contents than a casual player can do. |
(https://live.staticflickr.com/65535/50649619612_2b58de4a7c_b.jpg) | Monkey by Xen3k (http://forum.dominionstrategy.com/index.php?topic=20521.msg857841#msg857841) Extremely cheap weakened Imp, properly named. Will spam you to death unless you find a way to get use of all those Silvers. Works as a last resort source of +Buys. |
(https://i.ibb.co/93PpJfR/image.png)
Homage
Event - $0
Once per turn: Discard a Victory card from your hand to gain a cheaper card.
I'm going for a card gaining Event similar to Alms and Pilgrimage, significantly altering the pattern of the game. You will probably like to get an early Province for faster development, and the end game junked hands turn into Duchy gainers.
Roustabout • $3 • Action - Duration
At the start of your turn, you may discard a Treasure for +2 Cards, then discard a card.
(This stays in play)
(https://i.ibb.co/93PpJfR/image.png)
Homage
Event - $0
Once per turn: Discard a Victory card from your hand to gain a cheaper card.
I'm going for a card gaining Event similar to Alms and Pilgrimage, significantly altering the pattern of the game. You will probably like to get an early Province for faster development, and the end game junked hands turn into Duchy gainers.
Nice! It would pair well with something like Ranger that would let you cycle through your deck faster to draw a Province and also give you +1 Buy.
How did you decide on a cost of $0? It seems a lot more powerful than Alms, assuming you are able to get an early Province (or a Noble).
Astronomer - Action Reserve, $2 cost.This is from a very early WDC. I've been playing with it some and it looks convincing to me. It's a delayed cantrip that picks any card from your deck to draw, but it misses shuffles.
+1 Action
Put this on your Tavern mat.
-
When you shuffle, you may call this, to first pick one of the cards and put it into your hand. After shuffling, discard this.
(https://trello-attachments.s3.amazonaws.com/5f734c336e86cd37f111e3d7/5fc8066e2ad1b71f1d9af120/d707de65520d704b906216902abba010/image.png)Don't you think this is similar to Dungeon, or a rotation of 2 Dungeons?QuoteRoustabout • $3 • Action - Duration
At the start of your turn, you may discard a Treasure for +2 Cards, then discard a card.
(This stays in play)
Hireling but filtering. Keeps your handsize the same. Costs a treasure to use. Stack them to ensure a good action/victory/night density in every hand.
QuoteAfter shuffling, discard this.
(https://trello-attachments.s3.amazonaws.com/5f734c336e86cd37f111e3d7/5fc8066e2ad1b71f1d9af120/d707de65520d704b906216902abba010/image.png)Don't you think this is similar to Dungeon, or a rotation of 2 Dungeons?QuoteRoustabout • $3 • Action - Duration
At the start of your turn, you may discard a Treasure for +2 Cards, then discard a card.
(This stays in play)
Hireling but filtering. Keeps your handsize the same. Costs a treasure to use. Stack them to ensure a good action/victory/night density in every hand.
Just a reminder that these contests started out as being about adding a card to each set, so entries should ideally mix in with them well. I'm not the host of this one, of course, just saying.
(https://i.ibb.co/93PpJfR/image.png)
Homage
Event - $0
Once per turn: Discard a Victory card from your hand to gain a cheaper card.
I'm going for a card gaining Event similar to Alms and Pilgrimage, significantly altering the pattern of the game. You will probably like to get an early Province for faster development, and the end game junked hands turn into Duchy gainers.
Nice! It would pair well with something like Ranger that would let you cycle through your deck faster to draw a Province and also give you +1 Buy.
How did you decide on a cost of $0? It seems a lot more powerful than Alms, assuming you are able to get an early Province (or a Noble).
Yes, when there's strong $5-$7 cards of which you want many copies (e.g. KC or Goons), this probably gives more incentive to buy an early Province (or two) than Tournament, as it turns them into a kind of super-University.
Being able to gain a free Platinum or Province whenever you have a Colony in hand also sounds extremely strong.
Still, it's a very interesting concept. Maybe you want to give Homage a cost of $2 or $3, or limit the cost of the gained card to $4 or $5? Then it'd still work fine with Duchies and most kingdom victory cards, but wouldn't become insane with Provinces and Colonies.
Crone • $5 • Action - Attack - Duration
Until the start of your next turn, whenever another player gains a card that costs $4 or more on their turn, they draw one fewer card when drawing a new hand at the end of their turn.
At the start of your next turn, +$2, +1 Buy
Alright, pivoting to new idea
(https://trello-attachments.s3.amazonaws.com/5f734c336e86cd37f111e3d7/5fc902f81eae557f621dae32/50f734f9319d4d2870ee5141faec878a/image.png)QuoteCrone • $5 • Action - Attack - Duration
Until the start of your next turn, whenever another player gains a card that costs $4 or more, they draw one fewer card when drawing a new hand at the end of their turn.
At the start of your next turn, +$2, +1 Buy
Adventures introduced a new style of duration-attack, one which changes the rules for other players on their turns as the attack, then gives a benefit at the start of your next turn (Haunted Woods, Swamp Hag - these also showed up in later expansions as Enchantress & Gatekeeper). Adventures also doesn't have a typical Militia variant, instead leaning on the –1 Card token for everything but Soldier. This kinda splits the difference - each other player controls how hard the militia style attack hits. The "cares about quantity of gains" aspect of Treasure Hunter is here. It's also a good counter to a magpie+money deck early on. It only triggers on $4+ because those early silvers can be so crucial and getting hit for taking them (or curses via cursed gold, or whatever) can be too brutal; this also provides some fun interaction with Ferry, since other players can pick which card gets to bypass the Crone.
ah, good catch, that was a late change; gains. I've modified the OPAlright, pivoting to new idea
(https://trello-attachments.s3.amazonaws.com/5f734c336e86cd37f111e3d7/5fc902f81eae557f621dae32/50f734f9319d4d2870ee5141faec878a/image.png)QuoteCrone • $5 • Action - Attack - Duration
Until the start of your next turn, whenever another player gains a card that costs $4 or more, they draw one fewer card when drawing a new hand at the end of their turn.
At the start of your next turn, +$2, +1 Buy
Adventures introduced a new style of duration-attack, one which changes the rules for other players on their turns as the attack, then gives a benefit at the start of your next turn (Haunted Woods, Swamp Hag - these also showed up in later expansions as Enchantress & Gatekeeper). Adventures also doesn't have a typical Militia variant, instead leaning on the –1 Card token for everything but Soldier. This kinda splits the difference - each other player controls how hard the militia style attack hits. The "cares about quantity of gains" aspect of Treasure Hunter is here. It's also a good counter to a magpie+money deck early on. It only triggers on $4+ because those early silvers can be so crucial and getting hit for taking them (or curses via cursed gold, or whatever) can be too brutal; this also provides some fun interaction with Ferry, since other players can pick which card gets to bypass the Crone.
Did you want the effect to be based on quantity of buys or gains?
(https://trello-attachments.s3.amazonaws.com/5f734c336e86cd37f111e3d7/5fc902f81eae557f621dae32/14e39f7bf497b87d9009c6782788cf59/image.png)
Crone • $5 • Action - Attack - Duration
Until the start of your next turn, whenever another player gains a card that costs $4 or more, they draw one fewer card when drawing a new hand at the end of their turn.
At the start of your next turn, +$2, +1 Buy
ah, good catch, that was a late change; gains. I've modified the OPAlright, pivoting to new idea
(https://trello-attachments.s3.amazonaws.com/5f734c336e86cd37f111e3d7/5fc902f81eae557f621dae32/50f734f9319d4d2870ee5141faec878a/image.png)QuoteCrone • $5 • Action - Attack - Duration
Until the start of your next turn, whenever another player gains a card that costs $4 or more, they draw one fewer card when drawing a new hand at the end of their turn.
At the start of your next turn, +$2, +1 Buy
Adventures introduced a new style of duration-attack, one which changes the rules for other players on their turns as the attack, then gives a benefit at the start of your next turn (Haunted Woods, Swamp Hag - these also showed up in later expansions as Enchantress & Gatekeeper). Adventures also doesn't have a typical Militia variant, instead leaning on the –1 Card token for everything but Soldier. This kinda splits the difference - each other player controls how hard the militia style attack hits. The "cares about quantity of gains" aspect of Treasure Hunter is here. It's also a good counter to a magpie+money deck early on. It only triggers on $4+ because those early silvers can be so crucial and getting hit for taking them (or curses via cursed gold, or whatever) can be too brutal; this also provides some fun interaction with Ferry, since other players can pick which card gets to bypass the Crone.
Did you want the effect to be based on quantity of buys or gains?
(https://trello-attachments.s3.amazonaws.com/5f734c336e86cd37f111e3d7/5fc902f81eae557f621dae32/14e39f7bf497b87d9009c6782788cf59/image.png)
Crone • $5 • Action - Attack - Duration
Until the start of your next turn, whenever another player gains a card that costs $4 or more, they draw one fewer card when drawing a new hand at the end of their turn.
At the start of your next turn, +$2, +1 Buy
A more Adventures style (and a bit less harsh attack) would be to make them take the -1 Card token
ah, good catch, that was a late change; gains. I've modified the OPAlright, pivoting to new idea
(https://trello-attachments.s3.amazonaws.com/5f734c336e86cd37f111e3d7/5fc902f81eae557f621dae32/50f734f9319d4d2870ee5141faec878a/image.png)QuoteCrone • $5 • Action - Attack - Duration
Until the start of your next turn, whenever another player gains a card that costs $4 or more, they draw one fewer card when drawing a new hand at the end of their turn.
At the start of your next turn, +$2, +1 Buy
Adventures introduced a new style of duration-attack, one which changes the rules for other players on their turns as the attack, then gives a benefit at the start of your next turn (Haunted Woods, Swamp Hag - these also showed up in later expansions as Enchantress & Gatekeeper). Adventures also doesn't have a typical Militia variant, instead leaning on the –1 Card token for everything but Soldier. This kinda splits the difference - each other player controls how hard the militia style attack hits. The "cares about quantity of gains" aspect of Treasure Hunter is here. It's also a good counter to a magpie+money deck early on. It only triggers on $4+ because those early silvers can be so crucial and getting hit for taking them (or curses via cursed gold, or whatever) can be too brutal; this also provides some fun interaction with Ferry, since other players can pick which card gets to bypass the Crone.
Did you want the effect to be based on quantity of buys or gains?
Do you think that there should be a cap on how many fewer cards a player would have to draw? Otherwise, this could potentially be brutal in a game with something like Jesters.
Horde • $4 • Action - Attack - Duration
Turn your Journey token over (it starts face up). If it's face-down, each other player takes their -1 Card token. If it's face up, each other player gets +1 Card then discards down to 3 cards in hand.
At the start of your next turn, +2 Cards.
Paladin
$5 - Action - Reserve
+2 Cards, +1 Action.
Discard up to two cards. For each card you discarded, choose one: +1 Action, +1 Buy, +$1.
Put this on your Tavern mat.
-
At the start of your turn, you may discard a card to discard this from your tavern mat.
Archer $2 – Action –Traveller Quote
| Architect $3* – Action –Traveller Quote
| Herder $4* – Action – Attack - Traveller Quote
| Nymph $5* – Action – Reserve - Traveller Quote
| Suitor $6* - Action – Duration Quote
|
My submission:I feel that architect is a bit weak... play an action from your hand is equal to +1 Action so its mian selling point is that it plays from discard, and it wouldn't be uncommon early game to not have any actions in the discard.
(https://i.ibb.co/mtHt67y/Odysseus-Archer.png) (https://i.ibb.co/n6ys4HR/Odysseus-Architect.png) (https://i.ibb.co/k0wxKdN/Odysseus-Herder.png) (https://i.ibb.co/g4yXc59/Odysseus-Nymph.png) (https://i.ibb.co/WsZBTYW/Odysseus-Suitor.png)
Archer
$2 – Action –TravellerQuote
When you gain a card this
turn, you may put it onto
your deck.
----------------------
When you discard this from
play, you may exchange it for
an Architect. Architect
$3* – Action –TravellerQuote
Look through your discard pile.
You may play an Action card
from it or from your hand.
----------------------
When you discard this
from play, you may exchange it
for a Herder.
(This is not in the Supply.) Herder
$4* – Action – Attack - TravellerQuote
Each other player discards
down to 3 cards in hand.
----------------------
When you discard this from play,
you may exchange it for a Nymph
and you may put another card you
discard from play onto your deck.
(This is not in the Supply.) Nymph
$5* – Action – Reserve - TravellerQuote
+4 Cards
Put this on your Tavern mat.
----------------------
At the start of your turn, you may
call this, to exchange it for a Suitor.
If you don’t, +1 Card and +1 Buy.
(This is not in the Supply.) Suitor
$6* - Action – DurationQuote
At the start of each of your turns,
set aside the top 5 cards of your
deck, face up. Play an Action card
from them twice. Discard any
number of the remaining cards
and put the rest back in any order.
(This stays in play. This is not
in the Supply.)
Theme
This Traveller line is dedicated to Odysseus, of whom they say that he travelled a lot. The names of the cards reflect various people and creatures Odysseus met during his journeys.
Mechanics
The card effects are centered around moving cards, often in non-conventional ways, e.g. from discard to deck, discard to play, play to deck, deck to play, hand to discard, whatever. In this way, there is quite some interaction between the different cards of this Traveller line. With good timing and the right combination of Traveller cards, a swift progression can be achieved and sometimes it can be the better option to not exchange a card.
Street Illusionist - $4
Action - Command - Reserve
Choose one: Put this on your Tavern mat; or play a non-Command, non-Reserve Action card from your Tavern mat, leaving it there.
----
Directly after you finish playing a Non-Duration Action card, you may call this to put it on your Tavern mat.
Just a reminder that these contests started out as being about adding a card to each set, so entries should ideally mix in with them well. I'm not the host of this one, of course, just saying.About this… Yes, I guess that ideally, the submitted card should fill a niche that is not found within the expansion currently being judged. Likewise, on paper, it’d be cool if it could complement the other existing cards of the expansion in a meaningful way.
also i think this is all a moot point because that style of attack-duration isn't on the accepted submissions listI honestly would not have minded an "Attack – Duration" card as the inspiration for this week’s contest. I mean, I know it wasn’t on my contest post, but I ain’t so stuck-up on rules that I can’t judge the card for what it is. Besides, my contest post is merely an inspiration for what’s expected here. It’s not a hard-coded guideline :) . Plus, you explained where the borrowed mechanic came from, so it’s not like that was a super random idea.
also i think this is all a moot point because that style of attack-duration isn't on the accepted submissions listI honestly would not have minded an "Attack – Duration" card as the inspiration for this week’s contest. I mean, I know it wasn’t on my contest post, but I ain’t so stuck-up on rules that I can’t judge the card for what it is. Besides, my contest post is merely an inspiration for what’s expected here. It’s not a hard-coded guideline :) . Plus, you explained where the borrowed mechanic came from, so it’s not like that was a super random idea.
I feel that architect is a bit weak... play an action from your hand is equal to +1 Action so its mian selling point is that it plays from discard, and it wouldn't be uncommon early game to not have any actions in the discard.
I just had a quick look without trying to understand all the interactions and whether cards are balanced or not, but two things I realised immediately:About the Coffers, they matter due to the swinginess of Mauler. But of course one can nerf Mauler and make Coins out of it.
1) Since this is supposed to be a contribution to the Adventures expansion, the usage of Coffers looks out of place.
2) Assuming no Attack cards other than those of this Traveller line are in the Kingdom, isn't it easily possible by other players to block any progress by ignoring the line?
I've also designed a traveler line, this one with a somewhat different story.
(https://i.ibb.co/jRsNH2n/Orphan.png) (https://i.ibb.co/C5FBMp2/Servant.png)
(https://i.ibb.co/h1CHmsw/Wanderer.png) (https://i.ibb.co/5Yr6RJZ/Night-Owl.png)
(https://i.ibb.co/CVZCNPy/Sorceress.png)
You can buy extra Orphans to activate your later travelers more often.
Edit: Ugh, I notice the 'not in the supply) thing is missing; I'll edit that in later.
I just had a quick look without trying to understand all the interactions and whether cards are balanced or not, but two things I realised immediately:About the Coffers, they matter due to the swinginess of Mauler. But of course one can nerf Mauler and make Coins out of it.
1) Since this is supposed to be a contribution to the Adventures expansion, the usage of Coffers looks out of place.
2) Assuming no Attack cards other than those of this Traveller line are in the Kingdom, isn't it easily possible by other players to block any progress by ignoring the line?
I guess you refer to Cavalry. Putting the card on the Tavern mat is an option, it is not mandatory.
Aw :( But that makes sense. I don't want to change them (I like the night switch), so I'll keep them around to use once they qualify for a WDC challenge and design a new entry for this one.
(https://live.staticflickr.com/65535/50681095922_7e217fba4f_b.jpg)QuoteStreet Illusionist - $4
Action - Command - Reserve
Choose one: Put this on your Tavern mat; or play a non-Command, non-Reserve Action card from your Tavern mat, leaving it there.
----
Directly after you finish playing a Non-Duration Action card, you may call this to put it on your Tavern mat.
A build your own Band of Misfits. Certainly slower than Band, but can play cards of any cost as long as you have bought one and sent it to the Tavern. Really not sure if the price is correct. I think $3 would be too little, but with the amount of work needed to just make it functional, $5 would be too much. Feedback is more than welcome!
(https://i.imgur.com/IehXdT9.png)
I made the line before Menagerie. Double names are a non-issue, at the slim chances of two identically named cards appearing in a random Kingdom, you simply exchange one with the other.(https://i.imgur.com/IehXdT9.png)
Cavalry is already an existing official card (in Menagerie).
CollectorLooks far inferior to Bounty Hunter which is nonterminal and whose early Coin spikes help you more.
cost $5 - Action
You may put a card on your Tavern Mat whose copy is not there, from your hand. +$1 per a differently named card on your Tavern Mat.
Harvest variant.
CollectorLooks far inferior to Bounty Hunter which is nonterminal and whose early Coin spikes help you more.
cost $5 - Action
You may put a card on your Tavern Mat whose copy is not there, from your hand. +$1 per a differently named card on your Tavern Mat.
Harvest variant.
CollectorLooks far inferior to Bounty Hunter which is nonterminal and whose early Coin spikes help you more.
cost $5 - Action
You may put a card on your Tavern Mat whose copy is not there, from your hand. +$1 per a differently named card on your Tavern Mat.
Harvest variant.
I think the better comparison here is Miser.
(https://i.imgur.com/DF8boZv.png?1)
CollectorLooks far inferior to Bounty Hunter which is nonterminal and whose early Coin spikes help you more.
cost $5 - Action
You may put a card on your Tavern Mat whose copy is not there, from your hand. +$1 per a differently named card on your Tavern Mat.
Harvest variant.
CollectorLooks far inferior to Bounty Hunter which is nonterminal and whose early Coin spikes help you more.
cost $5 - Action
You may put a card on your Tavern Mat whose copy is not there, from your hand. +$1 per a differently named card on your Tavern Mat.
Harvest variant.
I think this card can be a nice payload on Shelter games or Ruins games, and is definitely able to distinguish itself from Miser and Bounty Hunter. That said, it will be pretty weak on average.
(http://wiki.dominionstrategy.com/images/5/5d/Coin0.png) Homage (Event)Pretty interesting. But this also looks pretty strong. It guarantees that dud hands will always have an okay to good payoff, granted that you have another Victory card than Estate in your hand. For instance, a hand limited by a Duchy means that you can at least gain a card costing up to (http://wiki.dominionstrategy.com/images/2/2a/Coin4.png) that turn, making Homage effectively act as Alms. Likewise, if you have a handful of Provinces, then Homage is pretty much better than Advance, an Event I find strong to begin with. And that’s not even to mention Colonies! Even if you can only buy this once per turn (and it’s a good thing you thought about putting that limit), this is still incredibly powerful, especially if you have another or multiple other Buys to spend.
Once per turn: Discard a Victory card from your hand to gain a cheaper card.
(http://wiki.dominionstrategy.com/images/2/2a/Coin4.png) Catalyst (Action – Reserve)This is totally unrelated to your card, but I gotta point that out first: I hate the good ol’ Reserve card’s on-call ambiguities. Since the on-call clause always refers to the Reserve card itself, the “it” after is always a little bit ambiguous. It may refer to the Reserve card that just got called. I think the best way to avoid that would’ve been to say “to immediately play that Action card”, like Royal Carriage does.
+1 Action
Put this on your Tavern mat.
-----
When you gain an Action card, you may call this to immediately play it.
(http://wiki.dominionstrategy.com/images/3/3d/Coin2.png) Astronomer (Action – Reserve)Hehehe, two stop Reserve card with the same above the line statement in a row :) ! This is a nice little utility card. Where you would have (http://wiki.dominionstrategy.com/images/3/3d/Coin2.png), you’d probably get this because why not. I’d be happier to invest a dud (http://wiki.dominionstrategy.com/images/3/3d/Coin2.png) hand into an Astronomer than, say, a Pearl Diver. I pretty much always buy Star Chart, so I don’t see why I wouldn’t pick up a couple of Astronomers along the way as well. While weaker than Star Chart, it’s not something I’m unhappy to put in my deck.
+1 Action
Put this on your Tavern mat.
-----
When you shuffle, you may call this, to first pick one of the cards and put it into your hand. After shuffling, discard this.
(http://wiki.dominionstrategy.com/images/2/2a/Coin4.png) Horde (Action – Attack – Duration)A weaker Enchantress bonus for whoever plays it for (http://wiki.dominionstrategy.com/images/f/f7/Coin1.png) more. So how does the Attack fares to make up for that? Well, it fluctuates between a Margrave without a +Buy and a terminal Relic. Because it’s marginally weaker than both of these, I’m pretty confident the power level is okay. It is true that Adventures does not come with any discarding Attack, so this fits a cool niche on that end. While a little wordy, the card seems fine. After all, it’s not any worse than Giant! Quick notice on how cool the two Attacks merge with each other when you play 2 Hordes in one turn (-1 Card token negates the Margrave draw, harr harr)!
Turn your Journey token over (it starts face up). If it’s face down, each other player takes their -1 Card token. If it’s face up, each other player gets +1 Card, then discards down to 3 cards in hand. At the start of your next turn, +2 Cards.
(http://wiki.dominionstrategy.com/images/2/2a/Coin4.png) [Name] (Action)Awww, I would’ve really appreciated if this card came with a name. To me, it is part of the whole task of designing a card. But I digress.
+1 Card
+1 Action
You may trash this to move your +1 Card, +1 Action, + (http://wiki.dominionstrategy.com/images/f/f7/Coin1.png), or +1 Buy token to this pile.
(http://wiki.dominionstrategy.com/images/7/7d/Coin5.png) Paladin (Action – Reserve)This card really toys around the idea of discarding. Since putting this bad boy on your Tavern Mat is mandatory, that alone would make it weaker than Laboratory since Paladin being there is a liability for you. So in order for Paladin to make your money’s worth, you need to milk it for its bonuses, otherwise you paid for something that was overpriced. ‘Course, the bonuses here are the on-play Vanilla perks when you discard cards from your hand. They’re good. Better than Vault, even. The available choices make Paladin pretty flexible. Coupled with the +2 Cards, you have more chance to draw dead/useless cards you’d like to discard, AND coupled with the +1 Action, then you don’t need to always choose the “+1 Action” discarding choice in a pinch (something stuff like Pawn suffers from).
+2 Cards
+1 Action
Discard up to 2 cards. For each card you discarded, choose one: +1 Action; +1 Buy; or + (http://wiki.dominionstrategy.com/images/f/f7/Coin1.png). Put this on your Tavern mat.
-----
At the start of your turn, you may discard a card to discard this from your Tavern mat.
Heyyyy our first Traveller line! ‘Kay so I now regret being Adventures’ judge now, hahahaha!Quote(http://wiki.dominionstrategy.com/images/3/3d/Coin2.png) Archer (Action – Traveller)
When you gain a card this turn, you may put it onto your deck.
-----
When you discard this from play, you may exchange it for an Architect.Quote(http://wiki.dominionstrategy.com/images/a/a9/Coin3star.png) Architect (Action – Traveller)
Look through your discard pile. You may play an Action card from it or from your hand.
-----
When you discard this from play, you may exchange it for a Herder.
(This is not in the Supply.)Quote(http://wiki.dominionstrategy.com/images/5/54/Coin4star.png) Herder (Action – Attack – Traveller)
Each other player discards down to 3 cards in hand.
-----
When you discard this from play, you may exchange it for a Nymph and you may put another card you discard from play onto your deck.
(This is not in the Supply.)Quote(http://wiki.dominionstrategy.com/images/8/86/Coin5star.png) Nymph (Action – Reserve – Traveller)
+4 Cards
Put this on your Tavern mat.
-----
At the start of your turn, you may call this, to exchange it for a Suitor. If you don’t, +1 Card and +1 Buy.
(This is not in the Supply.)Quote(http://wiki.dominionstrategy.com/images/6/60/Coin6star.png) Suitor (Action – Duration)
At the start of each of your turns, set aside the top 5 cards of your deck. Play an Action card from them twice. Discard any number of the remaining cards and put the rest back in any order.
(http://wiki.dominionstrategy.com/images/2/2a/Coin4.png) Street Illusionist (Action – Command – Reserve)This card doesn’t really roll off the tongue at first glance. There’s a lot of “Non-[…]” in there. Non-Command, non-Reserve, non-Duration… and they’re not in the same chunk of this card, some of these conditions being above the dividing line and some under. Likewise, the bottom clause had me severely confused at first. Even though my miscomprehension was short lived, I for but a moment believed that after playing an Action card, you could call a Street Illusionist to re-put that same Illusionist on your Tavern mat. But of course, that’s balderdash; this card wouldn’t work with this understanding.
Choose one: Put this on your Tavern mat; or play a non-Command, non-Reserve Action card from your Tavern mat, leaving it there.
-----
Directly after you finish playing a Non-Duration Action card, you may call this to put it on your Tavern mat.
As you have mentioned, you have created this Traveller line before this week’s competition. As such, certain elements, in my opinion, feels disjointed with the task at hand: to create a card (or here, a set of cards, I guess) that fits within an official release. As if we’re all mini Donalds trying to find an actual perfect fit (or close to) for something intended to be put on a shelf in actual stores. If tweaking this line would make it lose its intended purpose, then I suppose it wasn’t too much of a good fit for this week’s challenge. But anyway, let’s take a closer look…Quote(http://wiki.dominionstrategy.com/images/3/32/Coin3.png) Infantryman (Action – Attack – Traveller)
+(http://wiki.dominionstrategy.com/images/f/f7/Coin1.png) per Infantryman in play. Each other player may discard a card. If they don’t, they gain a Copper to their hand.
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When you discard this from play, you may exchange it for an Archer.Quote(http://wiki.dominionstrategy.com/images/5/54/Coin4star.png) Archer (Action – Reaction – Traveller)
Reveal a card from your hand. For each type it has, trash a card from your hand.
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When another player plays an Attack card, you may first reveal this from your hand, to be unaffected by it.
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When you discard this from play, you may exchange it for a Cavalry.
(This is not in the Supply.)Quote(http://wiki.dominionstrategy.com/images/8/86/Coin5star.png) Cavalry (Action – Reserve – Traveller)
+3 Cards
You may put this on your Tavern mat.
-----
When another player plays an Attack card, you may call this for +3 Cards.
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When you discard this from play, you may exchange it for a Mauler.
(This is not in the Supply.)Quote(http://wiki.dominionstrategy.com/images/6/60/Coin6star.png) Mauler (Action – Attack – Looter – Traveller)
Each other player trashes an Action card from their hand (or reveals they can’t). If they did, they gain a Ruins to their hand. Choose one of the trashed cards: +1 Coffers per (http://wiki.dominionstrategy.com/images/f/f7/Coin1.png) it costs.
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When this is trashed, trash the card that caused it.
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When you discard this from play, you may exchange it for a General.
(This is not in the Supply.)Quote(http://wiki.dominionstrategy.com/images/f/fa/Coin7star.png) General (Action)
+1 Card
+1 Action
+(http://wiki.dominionstrategy.com/images/3/3d/Coin2.png)
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While this is in play, when another player gains or discard a card, they put it onto their deck instead. When you play an Attack, +1 Action.
(This is not in the Supply.)
(http://wiki.dominionstrategy.com/images/5/5d/Coin0.png) Salesman (Event)Haha, cute and interesting little Event we got there! And, the theme, lol. Adventures, as in: Link goes on an Adventure :) ! So the idea here is quite elegant: An extra Buy to fuel an extra (http://wiki.dominionstrategy.com/images/f/f7/Coin1.png) to buy something else. It reminds me of Borrow somehow. Borrow can be bought at any time welly nelly, at the cost of a decreased hand size next turn. Here, Salesman needs you to search for an extra Buy to actually work. The setup clause is brilliant. You’ll always get that extra Buy somewhere in the Supply. But will it be on a card that actually works in your deck? Exciting!
Once per turn: +(http://wiki.dominionstrategy.com/images/f/f7/Coin1.png)
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Setup: Choose a random Action Supply pile. At the start of the game, all players move their +Buy token to that pile.
Woah, Pied Piper is super strong! Trashers that draw always tend to be. Yeah you’ll get to keep one lone Estate and one lone Copper (due to their uneven nature in your starting deck), but my oh my what a deal for (http://wiki.dominionstrategy.com/images/3/3d/Coin2.png)! Pied Piper doesn’t need the rest of its line, it’s holding out strong on its own!Quote(http://wiki.dominionstrategy.com/images/3/3d/Coin2.png) Pied Piper (Action – Traveller)
+2 Cards
If you have 2 copies of a card in your hand, you may trash them.
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When you discard this from play, you may exchange it for a Master Cat.Quote(http://wiki.dominionstrategy.com/images/a/a9/Coin3star.png) Master Cat (Action – Traveller)
+1 Action
Set aside a non-Command Action card from the Supply costing up to (http://wiki.dominionstrategy.com/images/2/2a/Coin4.png). Move your Estate token to it. While this is in play, Estates are also Actions with “Play the card with your Estate token, leaving it there”.
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When you discard this from play, you may exchange it for a Huntsman.
(This is not in the Supply.)Quote(http://wiki.dominionstrategy.com/images/5/54/Coin4star.png) Huntsman (Action – Traveller)
+1 Card
+1 Action
Reveal cards from your deck until you reveal a Victory card. Put it into your hand, trash up to one revealed Curse and discard the rest.
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When you discard this from play, you may exchange it for a Robin hood.
(This is not in the Supply.)Quote(http://wiki.dominionstrategy.com/images/8/86/Coin5star.png) Robin Hood (Action – Attack – Traveller)
+(http://wiki.dominionstrategy.com/images/3/32/Coin3.png)
Each other player discards a Gold or a Silver from their hand, or reveals a hand with no Golds or Silvers and takes their -(http://wiki.dominionstrategy.com/images/f/f7/Coin1.png) token.
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When you discard this from play, you may exchange it for a Rumpelstiltskin.
(This is not in the Supply.)Quote(http://wiki.dominionstrategy.com/images/6/60/Coin6star.png) Rumpelstiltskin (Action – Duration)
At the start of each of your turns for the rest of the game, choose one: Gain a Gold to your hand; or turn your Journey token over (it starts face up).
(This stays in play. This is not in the Supply.)
(http://wiki.dominionstrategy.com/images/7/7d/Coin5.png) Royal Chamber (Action)Oh thank God you wrote “that costs less than this”. We do not want Royal Chambers to start playing other Royal Chambers and aaaahhhh! Note that, in my opinion, this is still a pretty strong card. A terminal Silver (http://wiki.dominionstrategy.com/images/2/2a/Coin4.png) Action card will always be a Province, for instance. A simple stupid little Cantrip pumps out Actions and draws way more than it thought it could, which in turns allow you to play other Royal Chambers to turn that Journey token all over again.
Turn your journey token over (it starts face-up). Then if it’s face up, you may play an Action card from your hand costing less than this four time.
(http://wiki.dominionstrategy.com/images/7/7d/Coin5.png) Collector (Action)Adventures and Cornucopia’s love child!
You may put a card on your Tavern mat whose copy is not there, from your hand. +(http://wiki.dominionstrategy.com/images/f/f7/Coin1.png) per differently named cards on your Tavern Mat.
(http://wiki.dominionstrategy.com/images/2/2a/Coin4.png) Alehouse (Action – Reserve)Wow, this seems strong! It is excellent in fact. It filters your deck and gets rid of crap you don’t want in it. AND, not unlike stuff like Bounty Hunter, Island and Sanctuary, it does it without making you lose any (http://wiki.dominionstrategy.com/images/9/92/VP.png)! Putting a Province on your Tavern mat is an incredible offer and ensures your deck can keep going even when you green. Alehouse can also easily mega turn, eating your deck and putting it on your Tavern mat, ready to be called when you just want to explode. I guess a limiting factor of this card is that you want it sort of early in your hand. It being at the bottom or close to the bottom of your deck is just maaaaan. Still, despite being terminal, I can’t help but have the feeling that Alehouse compares pretty well to stuff like Archive.
Put the top 3 cards of your deck on your Tavern mat. You may put this on your Tavern mat.
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At the start of your turn, you may call this to put any number of non-Reserve cards from your Tavern mat into your hand.
Lease - Action - $3Empires has a lot of ways to score alt-vp, and here's another one! This is intresting, since it can be used just to thin, or as a way to score a lot of points, depending on how you use it. And when you're done with it, it just becomes a Moat.
+2 Cards
Play a Treasure card from your Lease mat and pay its $. +1 VP per $ you paid.
-
When you gain this, put up to two Treasure cards from your hand onto your Lease mat.
Colossus - LandmarkBuild your deck to have a mix of action and Treasure cards. Crown would count as 1 for both so it basically has no effect. Maybe this is boring, but the viable strategies are at least fairly varied in Empires.
When scoring, count your Action and Treasure cards. -2VP per 1 difference between them.
Here's my submission. It uses a mat, but if that's not ok I have a spare card to submit.By thinning your deck, do you mean temporarily as 2 Coppers are put aside? As it reads, you set aside 2 Treasures onto the mat on gain, then on play take them off the mat, put them in play then discard at Clean-up. It's a very weak niche compared to its VP potential; but that potential is interesting with sacrificing economy temporarily.QuoteLease - Action - $3Empires has a lot of ways to score alt-vp, and here's another one! This is intresting, since it can be used just to thin, or as a way to score a lot of points, depending on how you use it. And when you're done with it, it just becomes a Moat.
+2 Cards
Play a Treasure card from your Lease mat and pay its $. +1 VP per $ you paid.
-
When you gain this, put up to two Treasure cards from your hand onto your Lease mat.
Offerings - $4
+$2
Each player (including you) may discard a card to draw a card.
-
When you discard this other than during Clean-up, you may trash this for +1 Action and +2VP.
OLD VERSION
(https://live.staticflickr.com/65535/50721381496_df09180418_b.jpg)QuoteOfferings - $4
+$3
Discard 2 cards.
-
When you discard this other than during Clean-up, you may trash this.
When you trash this, +2VP.
Yeah, I mean that you can use it to set aside coppers temporarily.Here's my submission. It uses a mat, but if that's not ok I have a spare card to submit.By thinning your deck, do you mean temporarily as 2 Coppers are put aside? As it reads, you set aside 2 Treasures onto the mat on gain, then on play take them off the mat, put them in play then discard at Clean-up. It's a very weak niche compared to its VP potential; but that potential is interesting with sacrificing economy temporarily.QuoteLease - Action - $3Empires has a lot of ways to score alt-vp, and here's another one! This is intresting, since it can be used just to thin, or as a way to score a lot of points, depending on how you use it. And when you're done with it, it just becomes a Moat.
+2 Cards
Play a Treasure card from your Lease mat and pay its $. +1 VP per $ you paid.
-
When you gain this, put up to two Treasure cards from your hand onto your Lease mat.
(https://live.staticflickr.com/65535/50721381496_df09180418_b.jpg)QuoteOfferings - $4
+$3
Discard 2 cards.
-
When you discard this other than during Clean-up, you may trash this.
When you trash this, +2VP.
Empire is a really difficult set for me to come up with designs, for some reason. Well, this is basically Horse Trader with an alternate reaction effect and no +buy. Best in conjunction with trash for benefits, which Empire actually has quite a few. The discard trigger for the reaction allows it to combo with itself, but relying on Offerings alone to win probably is not the best strategy. Not sure if I like it, but this is what I got for now. Feedback/criticisms would be appreciated.
Garrison • $4@4 • Action
+5 Cards
+1 Buy
You may trash this and an Action card from your hand, for +1 Action.
-
When this leaves play, take @5. If it is your Clean-Up phase, you may then pay off @.
(https://i.ibb.co/0rG3bH1/Gallery.png) | Gallery $3 – Action Quote
|
(https://trello-attachments.s3.amazonaws.com/5f734c336e86cd37f111e3d7/5fd8d2a3ecc8da30681fb9b9/af310faadadf78e60fc938cbba98311d/image.png)8 Coins for 5 cards looks far too harsh. Storyteller does it 1 for 1. I doubt that the Capital style effect, and the fact that you can draw before you play your payload cards, compensates for that.QuoteGarrison • $6 • Action
+5 Cards
+1 Buy
You may trash this and an Action card from your hand, for +1 Action.
-
When this leaves play, take @8. If it is your Clean-Up phase, you may then pay off @.
Capital variant, for draw. hey, does Empires need more "big draw" cards? Imbalanced cards/debt load compared to Capital because cards is more powerful than coins. Nonterminal at the cost of an action card. Especially notable in that its "take debt" clause triggers when it leaves play - no counterfeit capital combos, or mandarin, bonfire, etc. Cost is $6 because (1) no cost reduction in Empires; (2) can't cost $5 because Overlord makes it never enter play; if you work cost reduction + Overlord into the kingdom though, you'll really enjoy that "leaving it there" clause.
(https://i.ibb.co/zGZtNLM/image.png) | (https://i.ibb.co/GP67vmH/image.png) |
Tribune $3 - Action - Gathering +1 Action +$1 You may discard a Victory card for +1 Card. Add 1VP to the Tribune Supply pile. | Tribe $5 - Victory - Gathering 2VP When you gain this, if you have any Tribunes in play, take the VP from the Supply pile. |
8 Coins for 5 cards looks far too harsh. Storyteller does it 1 for 1. I doubt that the Capital style effect, and the fact that you can draw before you play your payload cards, compensates for that.
(https://live.staticflickr.com/65535/50721381496_df09180418_b.jpg)QuoteOfferings - $4
+$3
Discard 2 cards.
-
When you discard this other than during Clean-up, you may trash this.
When you trash this, +2VP.
Empire is a really difficult set for me to come up with designs, for some reason. Well, this is basically Horse Trader with an alternate reaction effect and no +buy. Best in conjunction with trash for benefits, which Empire actually has quite a few. The discard trigger for the reaction allows it to combo with itself, but relying on Offerings alone to win probably is not the best strategy. Not sure if I like it, but this is what I got for now. Feedback/criticisms would be appreciated.
I think "...you may trash this for +2VP" is sufficient.
I think the card is too similar to Horse Traders
Offerings version A - $4
+$2
Each player (including you) may discard a card to draw a card.
-
When you discard this other than during Clean-up, you may trash this for +1 Action.
If you trash this, +2VP.
Offerings version B - $4
+$2
Each player (including you) may discard a card to draw a card.
-
When you discard this other than during Clean-up, you may trash this for +1 Action and +2VP.
8 Coins for 5 cards looks far too harsh. Storyteller does it 1 for 1. I doubt that the Capital style effect, and the fact that you can draw before you play your payload cards, compensates for that.
What would your thoughts be about Capital if you hadn't played with it?
(https://trello-attachments.s3.amazonaws.com/5f734c336e86cd37f111e3d7/5fd8d2a3ecc8da30681fb9b9/af310faadadf78e60fc938cbba98311d/image.png)8 Coins for 5 cards looks far too harsh. Storyteller does it 1 for 1. I doubt that the Capital style effect, and the fact that you can draw before you play your payload cards, compensates for that.QuoteGarrison • $6 • Action
+5 Cards
+1 Buy
You may trash this and an Action card from your hand, for +1 Action.
-
When this leaves play, take @8. If it is your Clean-Up phase, you may then pay off @.
Capital variant, for draw. hey, does Empires need more "big draw" cards? Imbalanced cards/debt load compared to Capital because cards is more powerful than coins. Nonterminal at the cost of an action card. Especially notable in that its "take debt" clause triggers when it leaves play - no counterfeit capital combos, or mandarin, bonfire, etc. Cost is $6 because (1) no cost reduction in Empires; (2) can't cost $5 because Overlord makes it never enter play; if you work cost reduction + Overlord into the kingdom though, you'll really enjoy that "leaving it there" clause.
Lictor (Action, $4)
+1 Card
+1 Action
You may return any number of VP tokens, for +1 Card each.
---
When you gain this, +2VP tokens.
Effectively a Storyteller variant that lets you pay VP tokens for draw, instead of coins. It comes with a couple of such tokens so that this ability is never defunct.
Many other Empires cards deal with VP tokens, so perhaps you can go mad with draws on some boards.
Dragonrock
Landmark
At the end of each turn, +1 VP if you took any VP tokens or gained any Estates this turn.
-
At the end of the game, -1 VP for each Province you have.
QuoteDragonrock
Landmark
At the end of each turn, +1 VP if you took any VP tokens this turn.
-
At the end of the game, -1 VP for each Province you have.
Is it your intention that the top half is useless if there are no cards/events etc in the Kingdom that give VP tokens?Oops. Personally, I wouldn't put it in a kingdom with no VP tokens, but that won't go over well in a contest, so I'll tweak it:
Dragonrock
Landmark
At the end of each turn, +1 VP if you took any VP tokens or gained any Estates this turn.
-
At the end of the game, -1 VP for each Province you have.
(https://i.imgur.com/C8ULtTw.png) |
Quote Barbarian |
(https://i.imgur.com/vXXKU0J.png)
Barbarian
+1 Card
+2 Actions
Add 1VP to the Barbarians Supply pile. Each other player with 4 or more cards in hand discards a Treasure (or reveals a hand with no Treasures). If no players discard any Treasures, trash this and take the VP from the pile.
I feel like Empires doesn't have enough Attack cards, so here is one that combines the Gathering mechanism with a Cutpurse-style attack:
(https://i.imgur.com/vXXKU0J.png)QuoteBarbarian
+1 Card
+2 Actions
Add 1VP to the Barbarians Supply pile. Each other player with 4 or more cards in hand discards a Treasure (or reveals a hand with no Treasures). If no players discard any Treasures, trash this and take the VP from the pile.
It's a bit wordy, so I'm open to any suggestions to make it more streamlined.
I'm still thinking about the cost, and may change it to give only +1 Action.
Just a tiny bit shorter: "...discards a Treasure (or reveals they can't). If no player discards a Treasures, ..."
What happens when all other player have less than 4 cards in hand and/or reveal a Moat? No Treasure would be discarded this way. Would this trigger the last part?
Just a tiny bit shorter: "...discards a Treasure (or reveals they can't). If no player discards a Treasures, ..."
Thanks!QuoteWhat happens when all other player have less than 4 cards in hand and/or reveal a Moat? No Treasure would be discarded this way. Would this trigger the last part?
Yes. The idea is that in order to increase your chances of triggering the last part, you would probably want to stack Barbarians. If there aren't enough VP in the pile for your liking, you could always choose not to play additional Barbarians.
Just a tiny bit shorter: "...discards a Treasure (or reveals they can't). If no player discards a Treasures, ..."
Thanks!QuoteWhat happens when all other player have less than 4 cards in hand and/or reveal a Moat? No Treasure would be discarded this way. Would this trigger the last part?
Yes. The idea is that in order to increase your chances of triggering the last part, you would probably want to stack Barbarians. If there aren't enough VP in the pile for your liking, you could always choose not to play additional Barbarians.
So, that would mean that a single Moat in a 2-player game can cause trashing of the Barbarians for just 1VP.
Just a tiny bit shorter: "...discards a Treasure (or reveals they can't). If no player discards a Treasures, ..."
Thanks!QuoteWhat happens when all other player have less than 4 cards in hand and/or reveal a Moat? No Treasure would be discarded this way. Would this trigger the last part?
Yes. The idea is that in order to increase your chances of triggering the last part, you would probably want to stack Barbarians. If there aren't enough VP in the pile for your liking, you could always choose not to play additional Barbarians.
So, that would mean that a single Moat in a 2-player game can cause trashing of the Barbarians for just 1VP.
Yes. I think almost all 5-cost Attack cards still provide some benefit even if it gets blocked by a Moat; in this case you get an extra draw, two Actions and a VP, but at the expense of trashing the card. I'm still thinking about the top half of the card, because at the same time I don't want it to be too powerful.
Does the presence of a Moat in the Kingdom make Barbarians less attractive? Certainly, but I think the same could be said for most Attack cards.
Barbarian is one of those funky cards that is too strong and too weak at the same time. It violates several design principles and consequently and unsurprisingly doesn’t work.
Don't do a non-terminal Attack for a good reason, don't do a cantrip Attack for a very good reason (Urchin is weak, Familiar is hard to get).
Don't do a Reaction that deflect an Attack or attacks back. Here we have this implemented into the very Attack itself, i.e. Moat or a Treasure-less deck can trash the Attack.
Your notion was probably that these effects cancel each other out. But it doesn't work like that.
Lease (Action, $3)
+2 Cards
Play a Treasure card from your Lease mat and pay its $. +1 VP per $ you paid.
-
When you gain this, put up to two Treasure cards from your hand onto your Lease mat.
Colossus (Landmark)
When scoring, count your Action and Treasure cards. -2VP per 1 difference between them.
Offerings (Action - Reaction, $4)
+$2
Each player (including you) may discard a card to draw a card.
-
When you discard this other than during Clean-up, you may trash this for +1 Action and +2VP.
Garrison (Action, $4@4)
+5 Cards
+1 Buy
You may trash this and an Action card from your hand, for +1 Action.
-
When this leaves play, take 5 Debt. If it is your Clean-Up phase, you may then pay off Debt.
Gallery (Action, $3)
Take up to 3 Debt to discard that many cards. Draw until you have 6 cards in hand.
Tribune (Action - Gathering, $3)
+1 Action
+$1
You may discard a Victory card for +1 Card. Add 1VP to the Tribune Supply pile.
Tribe (Victory - Gathering, $5)
$5 - Victory - Gathering
2VP
--
When you gain this, if you have any Tribunes in play, take the VP from the Supply pile.
Lictor (Action, $4)
+1 Card
+1 Action
You may return any number of VP tokens, for +1 Card each.
---
When you gain this, +2VP tokens.
Dragonrock (Landmark)
At the end of each turn, +1 VP if you took any VP tokens or gained any Estates this turn.
-
At the end of the game, -1 VP for each Province you have.
Barbarian (Action - Attack - Gathering, $5)
+2 Cards
Add 1VP to the Barbarians Supply pile. Each other player with 4 or more cards in hand discards a Treasure (or reveals they can't). If no players discard any Treasures, take the VP from the pile.
Carpenter (Action - Attack, $5)
Gain a card costing up to $4. Each other player may reveal a copy from it form their hand. Each player who doesn't discards down to 3 cards in their hand.
Carving (Treasure, $4)
$2, +1 Buy
--
When you gain this during your Action phase, put it into your hand.
Salesman (Action, $3)
Trash a card from your hand. You may gain a card costing up to $1 more. You may trash this to gain a Gold.
Merchant Village (Action, @5)
+2 Cards
Reveal the top 2 cards of your deck and put the Action Cards into your hand. Put the rest back in any order.
--
You can't buy this unless you have a Gold in play.
+1 Action
Now and at start of next turn: +1 Action and receive one of the set aside boons.
-
Setup: If you haven't already, set aside the top 3 Boons face up.
I don't agree with your rationale against Heirlooms. I personally think this contest is about simulating cards that could have been in this expansion (and this expansion in particular). It is about covering the hypothetical case an expansion getting a v2, with a few extra cards. All used mechanics are equally as likely to occur in a hypothetical "expansion of expansion". So I'd welcome Heirloom based submissions as well.
The only thing that makes an 8th Heirloom awkward is the offchance that there will be 8 Heirloomees used in a kingdom. But that can be solved by adding a rule that whenever that happens, one of the Heirlooms will not be used (which one is random).
Enchanted Orchard - $4
Night - Victory - Fate
Discard your hand to take a Boon. Receive it now or at the start of your next turn.
----
2VP
Baba Yaga • $4 • Action - Duration - Fate
Reveal the top two Boons; choose one to receive and put the other on the bottom of the Boons.
At the start of your next turn, gain a Will-O'-Wisp to your hand. If you cannot, gain a Wish and trash this.
(https://trello-attachments.s3.amazonaws.com/5f734c336e86cd37f111e3d7/5fe34f5a5e75ae1b09bddac8/8722ebf4fb91ccc68ceaa464150eb902/image.png)QuoteBaba Yaga • $4 • Action - Duration - Fate
Reveal the top two Boons; choose one to receive and put the other on the bottom of the Boons.
At the start of your next turn, gain a Will-O'-Wisp to your hand. If you cannot, gain a Wish and trash this.
(ignoring Exorcist,) Imp has Devil's Workshop & Tormentor; Ghost has Haunted Mirror; Will-O'-Wisp only has the boon that randomly gives you one. Ta-da, a Will-O'-Wisp gainer. And once you run out the Will-O'-Wisps, a Wish gainer that won't whammy you like Leprechaun does.
(https://trello-attachments.s3.amazonaws.com/5f734c336e86cd37f111e3d7/5fe34f5a5e75ae1b09bddac8/8722ebf4fb91ccc68ceaa464150eb902/image.png)QuoteBaba Yaga • $4 • Action - Duration - Fate
Reveal the top two Boons; choose one to receive and put the other on the bottom of the Boons.
At the start of your next turn, gain a Will-O'-Wisp to your hand. If you cannot, gain a Wish and trash this.
(ignoring Exorcist,) Imp has Devil's Workshop & Tormentor; Ghost has Haunted Mirror; Will-O'-Wisp only has the boon that randomly gives you one. Ta-da, a Will-O'-Wisp gainer. And once you run out the Will-O'-Wisps, a Wish gainer that won't whammy you like Leprechaun does.
What was the rationale behind putting one of the Boons at the bottom of the pile rather than discarding it?
(https://trello-attachments.s3.amazonaws.com/5f734c336e86cd37f111e3d7/5fe34f5a5e75ae1b09bddac8/8722ebf4fb91ccc68ceaa464150eb902/image.png)QuoteBaba Yaga • $4 • Action - Duration - Fate
Reveal the top two Boons; choose one to receive and put the other on the bottom of the Boons.
At the start of your next turn, gain a Will-O'-Wisp to your hand. If you cannot, gain a Wish and trash this.
(ignoring Exorcist,) Imp has Devil's Workshop & Tormentor; Ghost has Haunted Mirror; Will-O'-Wisp only has the boon that randomly gives you one. Ta-da, a Will-O'-Wisp gainer. And once you run out the Will-O'-Wisps, a Wish gainer that won't whammy you like Leprechaun does.
What was the rationale behind putting one of the Boons at the bottom of the pile rather than discarding it?
i couldn't remember whether "discard" was the preferred nomenclature and didn't want someone to add it to their deck vis a vis their own discard pile. this makes it unambiguous.
(https://trello-attachments.s3.amazonaws.com/5f734c336e86cd37f111e3d7/5fe34f5a5e75ae1b09bddac8/8722ebf4fb91ccc68ceaa464150eb902/image.png)QuoteBaba Yaga • $4 • Action - Duration - Fate
Reveal the top two Boons; choose one to receive and put the other on the bottom of the Boons.
At the start of your next turn, gain a Will-O'-Wisp to your hand. If you cannot, gain a Wish and trash this.
(ignoring Exorcist,) Imp has Devil's Workshop & Tormentor; Ghost has Haunted Mirror; Will-O'-Wisp only has the boon that randomly gives you one. Ta-da, a Will-O'-Wisp gainer. And once you run out the Will-O'-Wisps, a Wish gainer that won't whammy you like Leprechaun does.
What was the rationale behind putting one of the Boons at the bottom of the pile rather than discarding it?
i couldn't remember whether "discard" was the preferred nomenclature and didn't want someone to add it to their deck vis a vis their own discard pile. this makes it unambiguous.
It could say “...put the other in the Boons discard pile” or something along those lines. In any case, it doesn’t have much practical difference except in situations where there are 2-3 Boons in the draw pile and you play Baba Yaga twice. You will draw the bottom-decked Boon again. It could be helpful in some situations but in others could give the player one less choice.
(https://trello-attachments.s3.amazonaws.com/5f734c336e86cd37f111e3d7/5fe34f5a5e75ae1b09bddac8/8722ebf4fb91ccc68ceaa464150eb902/image.png)QuoteBaba Yaga • $4 • Action - Duration - Fate
Reveal the top two Boons; choose one to receive and put the other on the bottom of the Boons.
At the start of your next turn, gain a Will-O'-Wisp to your hand. If you cannot, gain a Wish and trash this.
(ignoring Exorcist,) Imp has Devil's Workshop & Tormentor; Ghost has Haunted Mirror; Will-O'-Wisp only has the boon that randomly gives you one. Ta-da, a Will-O'-Wisp gainer. And once you run out the Will-O'-Wisps, a Wish gainer that won't whammy you like Leprechaun does.
What was the rationale behind putting one of the Boons at the bottom of the pile rather than discarding it?
i couldn't remember whether "discard" was the preferred nomenclature and didn't want someone to add it to their deck vis a vis their own discard pile. this makes it unambiguous.
It could say “...put the other in the Boons discard pile” or something along those lines. In any case, it doesn’t have much practical difference except in situations where there are 2-3 Boons in the draw pile and you play Baba Yaga twice. You will draw the bottom-decked Boon again. It could be helpful in some situations but in others could give the player one less choice.
yeah i tried that wording, it was clear but it also shrank the font size, which i don't wanna do.
An old concept I posted on the Dominion Discord:Looks too good. Hexes can be nasty but when you mainly gain it, in the endgame, it is easy VP. I will play Groom for a DoubleLab, trash a Silver and 4VPs any day.
(https://i.postimg.cc/NjvDNsFB/Land-of-the-Damned-V3-EN.png)
Seems to fit well within Nocturne. Perhaps a little similar to Cemetery as (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png) cost Victory card that does trashing on-gain. However, it plays pretty differently. It has an amazing (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) value for its cost, but... beware of the Hexes! Trash that Copper or that Estate if you will, that will not stop the impending doom to hit your lands. :D
Looks too good. Hexes can be nasty but when you mainly gain it, in the endgame, it is easy VP. I will play Groom for a DoubleLab, trash a Silver and 4VPs any day.The Groom + Land of the Damned combo has been discussed before on the Discord and I'm more than okay with it. It's up to the player to exploit these cool card interactions. Because such interactions exist does not invalidate a card's right to exist though. That's the cool part of Dominion in my opinion. Finding such cool interactions.
Stargazer
$3 - Night - Duration
Look through your discard pile. Reveal a card from your hand or discard pile and put it on top of your deck.
At the start of your next turn: You may reveal a Victory card from your hand to receive the next boon. You may discard a card to gain a Silver. You may trash this to gain a Duchy.
My submission is an Attack card for Nocturne that doesn't give out Hexes (at least not directly):
(https://i.imgur.com/OawYPHD.png)(https://i.imgur.com/UCJkmya.png)
As part of setup, you would create a Ghouls pile with 10 Ghouls for two-player games and 10 additional Ghouls per player for higher player counts.
Unlike Ruins, which can only be removed from your deck by trashing/exiling them, Ghouls can be returned to their pile if you play them as an Action and receive a Hex.
QuoteStargazer
$3 - Night - Duration
Reveal a card from your hand or discard pile and put it on top of your deck.
At the start of your next turn: You may reveal a Victory card from your hand to receive the next boon. You may discard a card to gain a Silver. You may trash this to gain a Duchy.
My submission is an Attack card for Nocturne that doesn't give out Hexes (at least not directly):
(https://i.imgur.com/OawYPHD.png)(https://i.imgur.com/UCJkmya.png)
As part of setup, you would create a Ghouls pile with 10 Ghouls for two-player games and 10 additional Ghouls per player for higher player counts.
Unlike Ruins, which can only be removed from your deck by trashing/exiling them, Ghouls can be returned to their pile if you play them as an Action and receive a Hex.
I like this concept, but I think that +$3 makes it a little too strong.
(https://i.imgur.com/0mnDjaV.png)
Wizard | Action - Fate | $5
+1 Card
+1 Action
If this is your only Wizard in play, reveal the top 3 boons. Choose one to receive and discard the rest. Trash up to 3 cards you have in play, if you trashed any, gain a Night card.
Why does this trash up to three cards as supposed to just one? The main case in which it makes a difference is if you have bad cards in play, in which case it's already extremely strong.
There's Storyteller, Villa, Black Market, and Cavalry, which allow you to have Treasure cards in play at the time you play Wizard. If you can trash Coppers, the effect is nuts. You could prevent that by saying 'Action Card' as supposed to 'card'. Not sure if it's needed.
The one that triggers later overrides the other. That'll be Moonstone unless you played it in your Action phase.
Enchanted Orchard
Can the player receive a Boon when 0 cards have been discarded? See wording of Tactician.
Land of the DamnedYou reveal the first Hex and receive it. Then you reveal the second Hex and receive it. Since the Hex pile is "ordered", you receive them back-to-back in the order they are in said pile. This is something that would be clarified in some kind of FAQ rather than on the card itself; otherwise it'd become too wordy for very little gain.
Can the player choose in which order they receive the Hexes or are they received in the order they are revealed? If the latter, is the 2nd Hex revealed before the first is received?
Deadline for submission in 24 hours (30th Dec., 4 am forum time)
Please, when you change your cards, please clearly indicate that in your original submission post. Best and simplest way is to add something like "Update" on top of the post.
Also, I have a couple of questions. Some, but not all, may need some changes in the card text:
Hectare
The card instructions don’t say when exactly Hectare is used in a game. Is it supposed to be similar to Shelters?
Enchanted Orchard
Can the player receive a Boon when 0 cards have been discarded? See wording of Tactician.
Land of the Damned
Can the player choose in which order they receive the Hexes or are they received in the order they are revealed? If the latter, is the 2nd Hex revealed before the first is received?
Stargazer
I suppose you want to add “look through your discard pile” to the first instruction of the card in some way.
Sorceress/Moonstone
How does Moonstone versus Envious work, i.e. which can override the other?
Enchanted Orchard
Can the player receive a Boon when 0 cards have been discarded? See wording of Tactician.
Yes, you still receive the Boon even if you discard 0 cards. I just wanted to prevent a player from dropping multiple Enchanted Orchards in a single turn. At least not without effort or arcane knowledge.
Just a small tweak to the Scheme part of the card so it doesn't have issues with durations.
Land of the DamnedYou reveal the first Hex and receive it. Then you reveal the second Hex and receive it. Since the Hex pile is "ordered", you receive them back-to-back in the order they are in said pile. This is something that would be clarified in some kind of FAQ rather than on the card itself; otherwise it'd become too wordy for very little gain.
Can the player choose in which order they receive the Hexes or are they received in the order they are revealed? If the latter, is the 2nd Hex revealed before the first is received?
Hectare is intended to be just another Kingdom card, like Gardens. When it is used, each player will have a starting deck of two Estates, one Hectare, six Coppers and one Silver.
Tsuchigumo $5 Action – Duration – Fate Quote +1 Action |
Hectare $4 Action – Victory Quote +2 Cards |
Enchanted Orchard $4 Night - Victory – Fate Quote Discard your hand to take a |
Baba Yaga $4 • Action - Duration – Fate Quote Reveal the top two Boons; |
Land of the Damned $4 Victory - Doom Quote
|
Sorceror $5 Action - Attack Quote +2 Cards | Ghouls $0 Action - Doom Quote
|
Stargazer $3 Night - Duration Quote Look through your discard pile. |
Sorceress $3 Night - Attack – Doom Heirloom: Moonstone Quote
| Moonstone $4 Treasure - Heirloom Quote
|
Rook $4 Night - Fate Quote Choose 2: Draw an extra card |
Wizard $5 Action - Fate Quote +1 Card |
Theatre Venue
Victory
Worth 1VP plus an additional 1VP per set you have of Theatre Venue - 2 Villagers.
-
When you gain this, if you have no Villagers, +3 Villagers, otherwise +1 Villager.
Old Version
(https://live.staticflickr.com/65535/50781442321_667b635a1f_b.jpg)
Town Square
$5 - Action - Reaction
+2 Villagers.
Reveal the top 3 cards of your deck, put one in your hand and discard the rest. If all 3 revealed cards were Actions, take Crowded.
-
When you reveal this (using the word 'reveal'), gain a Silver.
Crowded
Artifact
You may not use more than one Villager per turn.
If you end your turn without playing any Actions, return this.
(Villagers used this turn before taking Crowded don't count towards this.)
Letterpress
cost $6 - Project
When you gain a non-Victory card costing up to $4, gain a copy of it (that doesn't come with another).
A permanent Talisman. Let's spell a magic of stella! (Be careful when someone has a Witch.)
Letterpress
cost $6 - Project
When you gain a non-Victory card costing up to $4, gain a copy of it (that doesn't come with another).
A permanent Talisman. Let's spell a magic of stella! (Be careful when someone has a Witch.)
I like it. But the Curse thing seems more like a bug than a feature. Maybe "Action Card" rather than non-victory?
Also probably better if it can't double Tunnels. 4 VP for 3$ is a bit silly.
Obsolete Denomination (Project, $3)
During your turns, Coppers produce $0. When you play a Copper, trash it.
Letterpress
cost $6 - Project
When you gain a non-Victory card costing up to $4, gain a copy of it (that doesn't come with another).
A permanent Talisman. Let's spell a magic of stella! (Be careful when someone has a Witch.)
I like it. But the Curse thing seems more like a bug than a feature. Maybe "Action Card" rather than non-victory?
Also probably better if it can't double Tunnels. 4 VP for 3$ is a bit silly.
Tunnel is a Victory card. I didn't say Action cards so that I can gain many Silvers.
First I tried "$5, mandatory gain", too easy to govern games. Next, "$6, optional gain", too useful. So this is "$6, mandatory", a little weakened.
(https://i.imgur.com/si3OTWK.jpg)QuoteObsolete Denomination (Project, $3)
During your turns, Coppers produce $0. When you play a Copper, trash it.
Letterpress
cost $6 - Project
When you gain a non-Victory card costing up to $4, gain a copy of it (that doesn't come with another).
A permanent Talisman. Let's spell a magic of stella! (Be careful when someone has a Witch.)
I like it. But the Curse thing seems more like a bug than a feature. Maybe "Action Card" rather than non-victory?
Also probably better if it can't double Tunnels. 4 VP for 3$ is a bit silly.
Favor • $4 • Treasure
+1 Coffers
+1 Villager
You may return this to the Supply to return to your Action phase, then +1 Card.
(https://i.imgur.com/sshYQoA.png)Wouldn't it make more sense to be "during your turns" not "in your turns"?
(https://i.imgur.com/sshYQoA.png)Wouldn't it make more sense to be "during your turns" not "in your turns"?
(https://i.imgur.com/si3OTWK.jpg)I like this, it's clever. It's just a shame Renaissance already has Silos.QuoteObsolete Denomination (Project, $3)
During your turns, Coppers produce $0. When you play a Copper, trash it.
(https://live.staticflickr.com/65535/50781442321_667b635a1f_b.jpg)Villagers are unbounded, so the infinite VP, endless game potential here might be quite likely? (Patron and Expedition don't push the game to its end.)QuoteTheatre Venue
Victory
Worth 1% plus an additional 1% for every 2 Villagers you have (rounded down).
-
When you gain this, if you have no Villagers, +3 Villagers, otherwise +1 Villager.
A VP card that scales with additional Villagers. Some of the other Villager cards could make this busted, so I am thinking it may be too good as is. I am thinking of changing it to be a set bonus VPs for just having a minimum number of Villagers, something like +2 VP for having at last 4 Villagers or something. It is still a decent source of villagers regardless and can be remodeled if that is an option in the Kingdom if you are not going "big villager". Feedback would be appreciated.
(https://live.staticflickr.com/65535/50781442321_667b635a1f_b.jpg)Villagers are unbounded, so the infinite VP, endless game potential here might be quite likely? (Patron and Expedition don't push the game to its end.)QuoteTheatre Venue
Victory
Worth 1% plus an additional 1% for every 2 Villagers you have (rounded down).
-
When you gain this, if you have no Villagers, +3 Villagers, otherwise +1 Villager.
A VP card that scales with additional Villagers. Some of the other Villager cards could make this busted, so I am thinking it may be too good as is. I am thinking of changing it to be a set bonus VPs for just having a minimum number of Villagers, something like +2 VP for having at last 4 Villagers or something. It is still a decent source of villagers regardless and can be remodeled if that is an option in the Kingdom if you are not going "big villager". Feedback would be appreciated.
Theatre Venue
Victory
Worth 1VP plus an additional 1VP per set you have of Theatre Venue - 2 Villagers.
-
When you gain this, if you have no Villagers, +3 Villagers, otherwise +1 Villager.
(https://live.staticflickr.com/65535/50781442321_667b635a1f_b.jpg)Villagers are unbounded, so the infinite VP, endless game potential here might be quite likely? (Patron and Expedition don't push the game to its end.)QuoteTheatre Venue
Victory
Worth 1% plus an additional 1% for every 2 Villagers you have (rounded down).
-
When you gain this, if you have no Villagers, +3 Villagers, otherwise +1 Villager.
A VP card that scales with additional Villagers. Some of the other Villager cards could make this busted, so I am thinking it may be too good as is. I am thinking of changing it to be a set bonus VPs for just having a minimum number of Villagers, something like +2 VP for having at last 4 Villagers or something. It is still a decent source of villagers regardless and can be remodeled if that is an option in the Kingdom if you are not going "big villager". Feedback would be appreciated.
It is a good point that Villagers are indeed uncapped. I still want it pseudo scaling with the number of villagers you have, so I changed it to be capped based on how many Theatre Venues you have.
(https://live.staticflickr.com/65535/50797953102_03d2ba51f9_b.jpg)QuoteTheatre Venue
Victory
Worth 1VP plus an additional 1VP per set you have of Theatre Venue - 2 Villagers.
-
When you gain this, if you have no Villagers, +3 Villagers, otherwise +1 Villager.
Updated the original post here (http://forum.dominionstrategy.com/index.php?topic=20521.msg860149#msg860149). Hopefully this change will address the potential infinite VP concern without nerfing the card too hard.
(https://live.staticflickr.com/65535/50781442321_667b635a1f_b.jpg)Villagers are unbounded, so the infinite VP, endless game potential here might be quite likely? (Patron and Expedition don't push the game to its end.)QuoteTheatre Venue
Victory
Worth 1% plus an additional 1% for every 2 Villagers you have (rounded down).
-
When you gain this, if you have no Villagers, +3 Villagers, otherwise +1 Villager.
A VP card that scales with additional Villagers. Some of the other Villager cards could make this busted, so I am thinking it may be too good as is. I am thinking of changing it to be a set bonus VPs for just having a minimum number of Villagers, something like +2 VP for having at last 4 Villagers or something. It is still a decent source of villagers regardless and can be remodeled if that is an option in the Kingdom if you are not going "big villager". Feedback would be appreciated.
It is a good point that Villagers are indeed uncapped. I still want it pseudo scaling with the number of villagers you have, so I changed it to be capped based on how many Theatre Venues you have.
(https://live.staticflickr.com/65535/50797953102_03d2ba51f9_b.jpg)QuoteTheatre Venue
Victory
Worth 1VP plus an additional 1VP per set you have of Theatre Venue - 2 Villagers.
-
When you gain this, if you have no Villagers, +3 Villagers, otherwise +1 Villager.
Updated the original post here (http://forum.dominionstrategy.com/index.php?topic=20521.msg860149#msg860149). Hopefully this change will address the potential infinite VP concern without nerfing the card too hard.
Problem is that now, all Theatre Venues are Estates after the first one (if I am understanding the card correctly).
(https://i.imgur.com/si3OTWK.jpg)I like this, it's clever. It's just a shame Renaissance already has Silos.QuoteObsolete Denomination (Project, $3)
During your turns, Coppers produce $0. When you play a Copper, trash it.
(https://i.imgur.com/si3OTWK.jpg)I like this, it's clever. It's just a shame Renaissance already has Silos.QuoteObsolete Denomination (Project, $3)
During your turns, Coppers produce $0. When you play a Copper, trash it.
To me this feels radically different than silos. With Silos, you can still use Coppers for economy, you just get to sift them at start of turn to get to your engine better (or other Coppers). And, like all sifting, you still run the risk of your engine dying to a build draw, even later on. But Obsolete Denomination instantly reduces the economy Coppers provide to $0 and you still have to draw them to trash them.
With Obsolete Denomination a hand of 5 coppers does nothing for this turn, and helps future turns with trashing. With Silos, the hand of 5 coppers is like a guide.
I think Obsolete Denomination is the best fan card I've ever seen. It's simple, but strategically complicated about when you buy it.
Doesn’t look complicated. You open Silver/Silver or Silver / terminal Silver. Then you buy a $4 or $5 and the Project.It's simple, but strategically complicated about when you buy it.(https://i.imgur.com/si3OTWK.jpg)I like this, it's clever. It's just a shame Renaissance already has Silos.QuoteObsolete Denomination (Project, $3)
During your turns, Coppers produce $0. When you play a Copper, trash it.
If I play Coppersmith with Obselete Denomination, what happens?
(https://i.imgur.com/si3OTWK.jpg)I like this, it's clever. It's just a shame Renaissance already has Silos.QuoteObsolete Denomination (Project, $3)
During your turns, Coppers produce $0. When you play a Copper, trash it.
To me this feels radically different than silos. With Silos, you can still use Coppers for economy, you just get to sift them at start of turn to get to your engine better (or other Coppers). And, like all sifting, you still run the risk of your engine dying to a build draw, even later on. But Obsolete Denomination instantly reduces the economy Coppers provide to $0 and you still have to draw them to trash them.
With Obsolete Denomination a hand of 5 coppers does nothing for this turn, and helps future turns with trashing. With Silos, the hand of 5 coppers is like a guide.
I think Obsolete Denomination is the best fan card I've ever seen. It's simple, but strategically complicated about when you buy it.
i think it really does one unforgivable thing though, which is enable economic pins. Say you've got enough "other" economy (silvers, whatever), a handful of villages+draw to get it, and someone pulls off a KC-KC-swindler(s) to trash out all your other money. All the sudden you can't rebuild your deck at all. It's a midjudgement on your part doing that, but thats going to sour you on the game as a whole.
(https://live.staticflickr.com/65535/50781442321_667b635a1f_b.jpg)Villagers are unbounded, so the infinite VP, endless game potential here might be quite likely? (Patron and Expedition don't push the game to its end.)QuoteTheatre Venue
Victory
Worth 1% plus an additional 1% for every 2 Villagers you have (rounded down).
-
When you gain this, if you have no Villagers, +3 Villagers, otherwise +1 Villager.
A VP card that scales with additional Villagers. Some of the other Villager cards could make this busted, so I am thinking it may be too good as is. I am thinking of changing it to be a set bonus VPs for just having a minimum number of Villagers, something like +2 VP for having at last 4 Villagers or something. It is still a decent source of villagers regardless and can be remodeled if that is an option in the Kingdom if you are not going "big villager". Feedback would be appreciated.
It is a good point that Villagers are indeed uncapped. I still want it pseudo scaling with the number of villagers you have, so I changed it to be capped based on how many Theatre Venues you have.
(https://live.staticflickr.com/65535/50797953102_03d2ba51f9_b.jpg)QuoteTheatre Venue
Victory
Worth 1VP plus an additional 1VP per set you have of Theatre Venue - 2 Villagers.
-
When you gain this, if you have no Villagers, +3 Villagers, otherwise +1 Villager.
Updated the original post here (http://forum.dominionstrategy.com/index.php?topic=20521.msg860149#msg860149). Hopefully this change will address the potential infinite VP concern without nerfing the card too hard.
(https://live.staticflickr.com/65535/50781442321_667b635a1f_b.jpg)Villagers are unbounded, so the infinite VP, endless game potential here might be quite likely? (Patron and Expedition don't push the game to its end.)QuoteTheatre Venue
Victory
Worth 1% plus an additional 1% for every 2 Villagers you have (rounded down).
-
When you gain this, if you have no Villagers, +3 Villagers, otherwise +1 Villager.
A VP card that scales with additional Villagers. Some of the other Villager cards could make this busted, so I am thinking it may be too good as is. I am thinking of changing it to be a set bonus VPs for just having a minimum number of Villagers, something like +2 VP for having at last 4 Villagers or something. It is still a decent source of villagers regardless and can be remodeled if that is an option in the Kingdom if you are not going "big villager". Feedback would be appreciated.
It is a good point that Villagers are indeed uncapped. I still want it pseudo scaling with the number of villagers you have, so I changed it to be capped based on how many Theatre Venues you have.
(https://live.staticflickr.com/65535/50797953102_03d2ba51f9_b.jpg)QuoteTheatre Venue
Victory
Worth 1VP plus an additional 1VP per set you have of Theatre Venue - 2 Villagers.
-
When you gain this, if you have no Villagers, +3 Villagers, otherwise +1 Villager.
Updated the original post here (http://forum.dominionstrategy.com/index.php?topic=20521.msg860149#msg860149). Hopefully this change will address the potential infinite VP concern without nerfing the card too hard.
I don't think the potential danger of a golden deck with one of only two specific two-card combos* requires making Theatre Venue significantly more complicated (I consider your original version much simpler and more elegant than the update).
You'd already need two Theatre Venues (original version) in your deck (i.e. two otherwise dead cards) just to make Patron equivalent to Monument in terms of VP's gained per turn, and Monument is an official card that allows for a (weakish) golden deck without any help (except for a trasher). And just like Monument, Patron and Exploration do push the player toward buying more cards instead of building a golden deck, by giving $2 or 1 Coffers, respectively.
Finally, I don't see any "Villager golden deck" with TV even coming close to the Fortress-Bishop golden deck (which is guaranteed to give at least 12 VP per turn indefinitely): E.g. Exploration+your original TV gives at most 4 VP per turn, even if you managed to get all 8 TV's.
*Actually, Patron+TV is rather a 3-card combo, as you also need a strong trasher to create this golden deck.
correct BUT you can only pin yourself with debt; this enables another player to do it to you(https://i.imgur.com/si3OTWK.jpg)I like this, it's clever. It's just a shame Renaissance already has Silos.QuoteObsolete Denomination (Project, $3)
During your turns, Coppers produce $0. When you play a Copper, trash it.
To me this feels radically different than silos. With Silos, you can still use Coppers for economy, you just get to sift them at start of turn to get to your engine better (or other Coppers). And, like all sifting, you still run the risk of your engine dying to a build draw, even later on. But Obsolete Denomination instantly reduces the economy Coppers provide to $0 and you still have to draw them to trash them.
With Obsolete Denomination a hand of 5 coppers does nothing for this turn, and helps future turns with trashing. With Silos, the hand of 5 coppers is like a guide.
I think Obsolete Denomination is the best fan card I've ever seen. It's simple, but strategically complicated about when you buy it.
i think it really does one unforgivable thing though, which is enable economic pins. Say you've got enough "other" economy (silvers, whatever), a handful of villages+draw to get it, and someone pulls off a KC-KC-swindler(s) to trash out all your other money. All the sudden you can't rebuild your deck at all. It's a midjudgement on your part doing that, but thats going to sour you on the game as a whole.
I don't think that's a huge problem, as most official cards with Debt have a similar issue: If you have unpaid Debt (e.g. due to buying City Quarter, Donate or Blacksmith) and lose all your deck's economy, you can't buy anything for the rest of the game, not even Coppers.
In both cases, you can unwillingly get pinned by your opponent:correct BUT you can only pin yourself with debt; this enables another player to do it to you(https://i.imgur.com/si3OTWK.jpg)I like this, it's clever. It's just a shame Renaissance already has Silos.QuoteObsolete Denomination (Project, $3)
During your turns, Coppers produce $0. When you play a Copper, trash it.
To me this feels radically different than silos. With Silos, you can still use Coppers for economy, you just get to sift them at start of turn to get to your engine better (or other Coppers). And, like all sifting, you still run the risk of your engine dying to a build draw, even later on. But Obsolete Denomination instantly reduces the economy Coppers provide to $0 and you still have to draw them to trash them.
With Obsolete Denomination a hand of 5 coppers does nothing for this turn, and helps future turns with trashing. With Silos, the hand of 5 coppers is like a guide.
I think Obsolete Denomination is the best fan card I've ever seen. It's simple, but strategically complicated about when you buy it.
i think it really does one unforgivable thing though, which is enable economic pins. Say you've got enough "other" economy (silvers, whatever), a handful of villages+draw to get it, and someone pulls off a KC-KC-swindler(s) to trash out all your other money. All the sudden you can't rebuild your deck at all. It's a midjudgement on your part doing that, but thats going to sour you on the game as a whole.
I don't think that's a huge problem, as most official cards with Debt have a similar issue: If you have unpaid Debt (e.g. due to buying City Quarter, Donate or Blacksmith) and lose all your deck's economy, you can't buy anything for the rest of the game, not even Coppers.
Theatre Venue
$5 - Victory
Worth 1VP plus an additional 1VP per set you have of Theatre Venue - 2 Villagers.
-
When you gain this, if you have no Villagers, +3 Villagers, otherwise +1 Villager.
Aqueduct
$4 - Project
At the end of your turn, +1 Villager per unused Action you have.
Letterpress
$6 - Project
When you gain a non-Victory card costing up to $4, gain a copy of it (that doesn't come with another).
Town Square
$5 - Action - Reaction
+2 Villagers.
Reveal the top 3 cards of your deck, put one in your hand and discard the rest. If all 3 revealed cards were Actions, take Crowded.
-
When you reveal this (using the word 'reveal'), gain a Silver.
Crowded
Artifact
You may not use more than one Villager per turn.
If you end your turn without playing any Actions, return this.
(Villagers used this turn before taking Crowded don't count towards this.)
Furnace
$4 - Action
When you gain this or play it:
trash a card from your hand. If it costs $4 or more, +2 Coffers. If it isn't a Treasure, you may trash another card from your hand.
Obsolete Denomination
$3 - Project
During your turns, Coppers produce $0. When you play a Copper, trash it.
Stronghold
$7 - Project
When you gain a 2nd card in one of your turns, gain a Gold.
Favor
$4 - Treasure
+1 Coffers
+1 Villager
You may return this to the Supply to return to your Action phase, then +1 Card.
Mining Shaft
$4 - Action
Trash a card from your hand. +1 Coffer per $1 it costs.
-
When you trash this, each other player gains a Gold.
Favor by spineflu *Short-List*1: i totally missed the implicit return the favor pun. not intentional, but very good.QuoteFavor
$4 - Treasure
+1 Coffers
+1 Villager
You may return this to the Supply to return to your Action phase, then +1 Card.
For $4, Favor is a Kingdom Treasure that gives you +1 Coffers and +1 Villager. You can also choose to return a Favor (pun intended) to return to your Action phase and draw a card. In that sense, Favor is similar to Villa and Cavalry but with enough of a twist to make it unique. I like those cards because of the tactical possibilities that they open up, so I find this concept intriguing. I'm assuming that Favor doesn't give +1 Buy if you return it to the Supply, since players would return to their Buy phase after going back to their Action phase. If this isn't the case, then I think Favor should also give +1 Buy.
Horse Thieves - $4
Action - Attack
+$2
Each other player with 5 or more cards in hand discards a Treasure card (or reveals a hand with none). Either gain a copy of a discarded card or gain a Horse onto your deck.
Congrats to grrgrrgrr! I would recommend that after we finish up with all the sets that we design cards for a hypothetical combination set. So we choose two existing sets and design a card that would be a merger of those two themes and mechanics. I believe someone previously suggested this, so it is not my own, but I wanted to throw that out there to either continue this thread or spur the creation of a new thread. It has been fun.
(https://live.staticflickr.com/65535/50821228077_f1a5b18e87_b.jpg)QuoteHorse Thieves - $4
Action - Attack
+$2
Each other player with 4 or more cards in hand discards a Treasure card (or reveals a hand with none). Either gain a copy of a discarded card or gain a Horse onto your deck.
I originally designed this as an improved Cutpurse a while back. I like that buying A Horse Thieves defends against the card by giving you horses, if you forgo gaining a treasure off the attack. Not sure if it is too good in its current state, but I can always adjust the price or the number of cards in hand needed for the attack to land. Feedback is appreciated.
Technically Cutpurse can reduce a players handsize below 3. This was designed originally as a better, more appealing cutpurse. I have found Cutpurse an unappealing attack in general, but bumping up the price is probably warranted. Thanks for the feedback.Congrats to grrgrrgrr! I would recommend that after we finish up with all the sets that we design cards for a hypothetical combination set. So we choose two existing sets and design a card that would be a merger of those two themes and mechanics. I believe someone previously suggested this, so it is not my own, but I wanted to throw that out there to either continue this thread or spur the creation of a new thread. It has been fun.
(https://live.staticflickr.com/65535/50821228077_f1a5b18e87_b.jpg)QuoteHorse Thieves - $4
Action - Attack
+$2
Each other player with 4 or more cards in hand discards a Treasure card (or reveals a hand with none). Either gain a copy of a discarded card or gain a Horse onto your deck.
I originally designed this as an improved Cutpurse a while back. I like that buying A Horse Thieves defends against the card by giving you horses, if you forgo gaining a treasure off the attack. Not sure if it is too good in its current state, but I can always adjust the price or the number of cards in hand needed for the attack to land. Feedback is appreciated.
This is strictly better than the mentioned Cutpurse, which hasn't even been removed or anything.
There was a now-and-later Throne Room variant. Play an Action, play it again next turn. It was both confusing and weak. What if you use it on a duration card? How long does it stay on the table? It could have said "non-duration," but that's pretty sad in a set with 8 duration cards. And did I mention it was weak? It left before development started.
Technically Cutpurse can reduce a players handsize below 3. This was designed originally as a better, more appealing cutpurse. I have found Cutpurse an unappealing attack in general, but bumping up the price is probably warranted. Thanks for the feedback.Congrats to grrgrrgrr! I would recommend that after we finish up with all the sets that we design cards for a hypothetical combination set. So we choose two existing sets and design a card that would be a merger of those two themes and mechanics. I believe someone previously suggested this, so it is not my own, but I wanted to throw that out there to either continue this thread or spur the creation of a new thread. It has been fun.
(https://live.staticflickr.com/65535/50821228077_f1a5b18e87_b.jpg)QuoteHorse Thieves - $4
Action - Attack
+$2
Each other player with 4 or more cards in hand discards a Treasure card (or reveals a hand with none). Either gain a copy of a discarded card or gain a Horse onto your deck.
I originally designed this as an improved Cutpurse a while back. I like that buying A Horse Thieves defends against the card by giving you horses, if you forgo gaining a treasure off the attack. Not sure if it is too good in its current state, but I can always adjust the price or the number of cards in hand needed for the attack to land. Feedback is appreciated.
This is strictly better than the mentioned Cutpurse, which hasn't even been removed or anything.
Well, as you pointed out it isn't strictly better than Cutpurse and Cutpurse is indeed weak as it sucks after the opening. Your card thankfully fixes that but it is probably a bit too strong.Technically Cutpurse can reduce a players handsize below 3. This was designed originally as a better, more appealing cutpurse. I have found Cutpurse an unappealing attack in general, but bumping up the price is probably warranted. Thanks for the feedback.Congrats to grrgrrgrr! I would recommend that after we finish up with all the sets that we design cards for a hypothetical combination set. So we choose two existing sets and design a card that would be a merger of those two themes and mechanics. I believe someone previously suggested this, so it is not my own, but I wanted to throw that out there to either continue this thread or spur the creation of a new thread. It has been fun.
(https://live.staticflickr.com/65535/50821228077_f1a5b18e87_b.jpg)QuoteHorse Thieves - $4
Action - Attack
+$2
Each other player with 4 or more cards in hand discards a Treasure card (or reveals a hand with none). Either gain a copy of a discarded card or gain a Horse onto your deck.
I originally designed this as an improved Cutpurse a while back. I like that buying A Horse Thieves defends against the card by giving you horses, if you forgo gaining a treasure off the attack. Not sure if it is too good in its current state, but I can always adjust the price or the number of cards in hand needed for the attack to land. Feedback is appreciated.
This is strictly better than the mentioned Cutpurse, which hasn't even been removed or anything.
Agreed; except for the attack's limited stacking, playing this is at least as good as playing both a Caravan (as the topdecked Horse also gives you an extra card at the start of next turn) AND a Cutpurse. So it should cost at least $5, and quite possibly $6.It is not a Caravan, it is a terminal Silver. Like all cantrips you can spam Caravans, they are delayed Labs at best and half-Labs at worst. You cannot spam terminal Silvers. Gaining a Horse is very similar to +1 Card and +2 Coins +1 Card is vanilla-wise not particularly exciting.
Apiary - Treasure, $5 cost.The premise is cost reduction for things in Exile so they're easier to get off. That part might be a bit weak?
$2
When you next gain a card this turn, you may Exile a non-Victory card from the Supply.
For the rest of the turn, cards you have a copy of in Exile cost $1 less.
QuoteApiary - Treasure, $5 cost.The premise is cost reduction for things in Exile so they're easier to get off. That part might be a bit weak?
$2
When you next gain a card this turn, you may Exile a non-Victory card costing up to $5.
For the rest of the turn, cards you have a copy of in Exile cost $1 less.
Gangster
$5 - Action - Attack
Gain two Horses, putting one on top of your deck.
Each other player with at least 5 cards in hand discards an Action or Treasure costing at least $2 (or reveals they can't). If they discarded a card costing at least $4, they gain a Horse.
Jockey • $2 • Action
Gain a Horse. You may play a Horse from your hand.
-
While this is in play, when you play a Horse, +1 Action.
(https://i.ibb.co/Rp9Fkhc/Unicorn.png) | Unicorn $8* Action Quote
|
Isn't this busted? The top half is significantly better than that of Hunting Grounds, and the card is effectively cheaper. Exiling an Estate to get this is super good.
Hawk (Action-Duration, $4)
Now or at the start of your next turn: gain a card to your hand costing up to $4.
I like the "now or at the start of your next turn" subtheme from Menagerie, so here's a card that uses that idea. Obviously it's a bit stronger if you take the bonus next turn, but it does mean you get to play it less often.
Hawk (Action-Duration, $4)
Now or at the start of your next turn: gain a card to your hand costing up to $4.
I like the "now or at the start of your next turn" subtheme from Menagerie, so here's a card that uses that idea. Obviously it's a bit stronger if you take the bonus next turn, but it does mean you get to play it less often.
Looks interesting. Should it cost $5 like Sculptor? You sometimes get a Villager with Sculptor, but I think the flexibility to gain the card to your hand during your next turn is at least as good.
Isn't this busted? The top half is significantly better than that of Hunting Grounds, and the card is effectively cheaper. Exiling an Estate to get this is super good.
You have to Exile an Action card to make it cheaper, but it does look really good otherwise.
Hawk (Action-Duration, $4)
Now or at the start of your next turn: gain a card to your hand costing up to $4.
I like the "now or at the start of your next turn" subtheme from Menagerie, so here's a card that uses that idea. Obviously it's a bit stronger if you take the bonus next turn, but it does mean you get to play it less often.
Looks interesting. Should it cost $5 like Sculptor? You sometimes get a Villager with Sculptor, but I think the flexibility to gain the card to your hand during your next turn is at least as good.
Yes, wasn't sure about the price. Would $5 make more sense? I was dissuaded from that originally because of the "play it less often" thing.
Hawk (Action-Duration, $4)
Now or at the start of your next turn: gain a card to your hand costing up to $4.
I like the "now or at the start of your next turn" subtheme from Menagerie, so here's a card that uses that idea. Obviously it's a bit stronger if you take the bonus next turn, but it does mean you get to play it less often.
Looks interesting. Should it cost $5 like Sculptor? You sometimes get a Villager with Sculptor, but I think the flexibility to gain the card to your hand during your next turn is at least as good.
Yes, wasn't sure about the price. Would $5 make more sense? I was dissuaded from that originally because of the "play it less often" thing.
I think so. Gaining to your hand is much better than just gaining; if you compare it to Cobbler and Sculptor, I think $5 would be better.
Stablehand
Action-(http://wiki.dominionstrategy.com/images/thumb/a/a9/Coin3star.png/16px-Coin3star.png)
+1 Action
You may discard a treasure from your hand to gain two horses.
---
When you buy this, instead of paying the cost, you may exile a horse from your hand
(https://i.ibb.co/47NcXsw/Horse-Trade.png)I think that this is probably too weak. Engines (most of them anyway) don't want the Silver, and Terminal Draw Big Money probably doesn't need/want the Horses. Even in Terminal Draw Big Money, you often have 2 Silvers in play, in which case this is a more expensive Expedition/Experiment. If you make it cheaper, it probably is too similar to these 2 others card-shaped things, so I would buff it somehow.
This analysis is off. Yes, in a normal game you won't have more than 2 Silvers in play all that often. But we're not considering a normal game, we're considering a game that has Horse Trade in it. The opportunity cost of adding a Silver becomes significantly lower as each Silver is more or less a cantrip if you buy Horse Trade. You can build your deck with Horse Trade in mind, and I think it can be pretty strong then.(https://i.ibb.co/47NcXsw/Horse-Trade.png)I think that this is probably too weak. Engines (most of them anyway) don't want the Silver, and Terminal Draw Big Money probably doesn't need/want the Horses. Even in Terminal Draw Big Money, you often have 2 Silvers in play, in which case this is a more expensive Expedition/Experiment. If you make it cheaper, it probably is too similar to these 2 others card-shaped things, so I would buff it somehow.
Yes, but if you are trying to build an engine around Horse Trade and Silvers, it just isn't going to be reliable. And if you aren't building an engine around it, I really doubt that you are going to take one of these for 3 Horses over a Gold or a Province in Big MoneyThis analysis is off. Yes, in a normal game you won't have more than 2 Silvers in play all that often. But we're not considering a normal game, we're considering a game that has Horse Trade in it. The opportunity cost of adding a Silver becomes significantly lower as each Silver is more or less a cantrip if you buy Horse Trade. You can build your deck with Horse Trade in mind, and I think it can be pretty strong then.(https://i.ibb.co/47NcXsw/Horse-Trade.png)I think that this is probably too weak. Engines (most of them anyway) don't want the Silver, and Terminal Draw Big Money probably doesn't need/want the Horses. Even in Terminal Draw Big Money, you often have 2 Silvers in play, in which case this is a more expensive Expedition/Experiment. If you make it cheaper, it probably is too similar to these 2 others card-shaped things, so I would buff it somehow.
The Event does neither cost $8 or $6 nor are Province and Gold the benchmark. Experiment and Expedition on the other hand are. That makes the analysis fairly simple, the Event is good if you have 3 or more Silvers in play. Doesn't seem horribly underpowered.Yes, but if you are trying to build an engine around Horse Trade and Silvers, it just isn't going to be reliable. And if you aren't building an engine around it, I really doubt that you are going to take one of these for 3 Horses over a Gold or a Province in Big MoneyThis analysis is off. Yes, in a normal game you won't have more than 2 Silvers in play all that often. But we're not considering a normal game, we're considering a game that has Horse Trade in it. The opportunity cost of adding a Silver becomes significantly lower as each Silver is more or less a cantrip if you buy Horse Trade. You can build your deck with Horse Trade in mind, and I think it can be pretty strong then.(https://i.ibb.co/47NcXsw/Horse-Trade.png)I think that this is probably too weak. Engines (most of them anyway) don't want the Silver, and Terminal Draw Big Money probably doesn't need/want the Horses. Even in Terminal Draw Big Money, you often have 2 Silvers in play, in which case this is a more expensive Expedition/Experiment. If you make it cheaper, it probably is too similar to these 2 others card-shaped things, so I would buff it somehow.
but if you have 3 silvers in play, you'd have the option to buy a gold, meaning that you could compare it to a goldThe Event does neither cost $8 or $6 nor are Province and Gold the benchmark. Experiment and Expedition on the other hand are. That makes the analysis fairly simple, the Event is good if you have 3 or more Silvers in play. Doesn't seem horribly underpowered.Yes, but if you are trying to build an engine around Horse Trade and Silvers, it just isn't going to be reliable. And if you aren't building an engine around it, I really doubt that you are going to take one of these for 3 Horses over a Gold or a Province in Big MoneyThis analysis is off. Yes, in a normal game you won't have more than 2 Silvers in play all that often. But we're not considering a normal game, we're considering a game that has Horse Trade in it. The opportunity cost of adding a Silver becomes significantly lower as each Silver is more or less a cantrip if you buy Horse Trade. You can build your deck with Horse Trade in mind, and I think it can be pretty strong then.(https://i.ibb.co/47NcXsw/Horse-Trade.png)I think that this is probably too weak. Engines (most of them anyway) don't want the Silver, and Terminal Draw Big Money probably doesn't need/want the Horses. Even in Terminal Draw Big Money, you often have 2 Silvers in play, in which case this is a more expensive Expedition/Experiment. If you make it cheaper, it probably is too similar to these 2 others card-shaped things, so I would buff it somehow.
I'm pretty confidedent the Event is on the strong side, so I'm definitely not going to buff it.
Suppose you have six silvers in your deck and two markets. If you get to play those, you can get 12 horses and another market. That allows you to draw your deck easily, and you can go from there. My worry is that the card will be the dominant strategy too often, not that it's too weak.
But I think it would be quite fun if that's the best strategy, as long as it doesn't happen all the time. You do need cantrip +buys and a way to get started.
Thanks for spotting this, fixed:QuoteApiary - Treasure, $5 cost.The premise is cost reduction for things in Exile so they're easier to get off. That part might be a bit weak?
$2
When you next gain a card this turn, you may Exile a non-Victory card costing up to $5.
For the rest of the turn, cards you have a copy of in Exile cost $1 less.
Where does the non-Victory card come from? I assume the Supply?
Apiary - Treasure, $5 cost.
$2
When you next gain a card this turn, you may Exile a non-Victory card from the Supply.
For the rest of the turn, cards you have a copy of in Exile cost $1 less.
(https://i.imgur.com/5TqibZs.png)It is a cool design but I worry that it is a bit too nasty with handsize Attacks. Council Room + Militia takes some effort, now all your Actions are Smithies. You basically only need Miltias and Villages.
(https://i.imgur.com/5TqibZs.png)It is a cool design but I worry that it is a bit too nasty with handsize Attacks. Council Room + Militia takes some effort, now all your Actions are Smithies. You basically only need Miltias and Villages.
I remodel a gold into a province. Then, I play a Wayfarer with Way of the Rabbit. I gain an $5-cost. Cain I gain another 5$ cost?
Horse Thieves (Action - Attack, $4)
+$2
Each other player with 5 or more cards in hand discards a Treasure card (or reveals a hand with none). Either gain a copy of a discarded card or gain a Horse onto your deck.
Way of the Manatee (Way)
Set aside an Action card from your hand. At the start of your next turn, play it twice.
Apiary (Treasure, $5)
$2
When you next gain a card this turn, you may Exile a non-Victory card from the Supply. For the rest of the turn, cards you have a copy of in Exile cost $1 less.
Gangster (Action - Attack, $5)
Gain two Horses, putting one on top of your deck.
Each other player with at least 5 cards in hand discards an Action or Treasure costing at least $2 (or reveals they can't). If they discarded a card costing at least $4, they gain a Horse.
Jockey (Action, $2)
Gain a Horse. You may play a Horse from your hand.
-
While this is in play, when you play a Horse, +1 Action.
Unicorn (Action, $8*)
+4 Cards
Gain a Horse.
-
When you buy this, you may Exile an Action card other than a Unicorn from your hand to pay $1 less per $1 it costs.
Hawk (Action-Duration, $5)
Now or at the start of your next turn: gain a card to your hand costing up to $4.
Horse Catcher (Action, $3)
Choose one: +2 Cards; or gain 2 Horses; or gain a Horse to your hand
-
While this is in play, when an Action you played leaves play, you may Exile it
Stablehand (Action, $3*)
+1 Action
You may discard a treasure from your hand to gain two horses.
-
When you buy this, instead of paying the cost, you may exile a horse from your hand
Horse Trade (Event, $4)
Gain a Horse per Silver you have in play
Way of the Caribou (Way)
+3 Cards
Each other player draws a card.
Way of the Rabit (Way)
Trash this. Gain two cheaper Action cards.
Why spammable? The two cards gained can be different. I'd gladly use this both on a Witch after the curses are out, and to trash a Chapel for nothing once it's done its job.Way of the Rabit (Way)
Trash this. Gain two cheaper Action cards.
This obviously should be "Return to the supply" or it will have a bad interaction with Fortress. Disregarding that, this seems to be rather weak. It needs to have an Action that outlives its usefulness AND cheaper spammable cards to be of any use. And even then, there needs to be the opportunity cost to play this before the spammable actions run out. This will definitely have its uses, but Way of the Butterfly generally does the exchanging part better.
I think that's reasonable. Would Projects be allowed? or Landmarks that don't require vp tokens?
Scry • $3 • Event
You may put a card from your discard pile on the bottom of your deck. If you don't have Warned, take Warned.
Warned • State
Play with your deck face up (turn it face down when counting or shuffling). At the start of your turn, you may discard the top card from your deck.
Blessed Coin
cost $4 - Treasure - Duration - Reaction
Either now or at the start of your next turn, +$2. While this is in play, when another player plays an Attack card, it doesn't affect you.
---
When another player plays an Attack card, you may first play this from your hand.
Warden - Action Attack, $5 cost.I liked the connection of 'in games using this' and promo and landed here. Duchies are more efficient than Provinces at gaining VP; either the game is longer with Provinces still relevant, or Duchies are a 3 pile rush alt VP strategy. Buys have an influence here, so the on-play makes an impact there in a new way.
+3 Cards
+1 Buy
Each other player discards a card with +Buy amounts in its text (or reveals they can't). Those who do draw a card.
-
In games using this, Duchies are worth 1VP more.
I'm entering an event with a two-sided stateSo Scry by itself lets you see your deck for the rest of its current shuffle. Each side of Warned turns the next new deck over, or if you don't have it anymore the deck goes face down as normal. Do I have this right? Because turning it over after counting the deck seems unnecessary, it's all face up so you can look through all of it as you count. I guess it's all public knowledge as well, technically. What's stopping your opponents leafing through your deck? (A sensible rulebook instruction saying they can't.)
(https://i.imgur.com/3FEqM1v.png)
(https://i.imgur.com/13Wq3Ok.png) / (https://i.imgur.com/C6MEgSE.png)QuoteScry • $3 • Event
You may place a card from your discard pile on the bottom of your deck, then turn your deck face up. If you don't have "Warned" or "Twice Warned", take "Warned".QuoteWarned • State
After shuffling or counting your deck, turn it face up. At the start of your turn, you may discard the top card of your deck. If you do, turn this over to Twice Warned.QuoteTwice Warned • State
After shuffling or counting your deck, turn it face up. At the start of clean up, you may discard the top card of your deck. If you do, return this (and turn your deck face down).
"play with your deck face up" seems like fertile promo ground; unfortunately it also seems like it'd be a project most of the time. Pairing it with discard plucking and some weak sifting seems appropriate. This - one event card, six state cards - is still fewer cards than a typical kingdom pile, so i think it'd even be feasible to do with irl printing.
Points of pride: putting the "what about shuffling"/"what if i need to count my deck" complaints implicitly to rest.
after you buy Scry / have Warned or Twice Warned, you turn your deck face down for shuffling or counting; at all other times, it is face up. I suppose other players could look through it, but I think that falls under the same sort of table ettiquette as not looking at other players' hands.I'm entering an event with a two-sided stateSo Scry by itself lets you see your deck for the rest of its current shuffle. Each side of Warned turns the next new deck over, or if you don't have it anymore the deck goes face down as normal. Do I have this right? Because turning it over after counting the deck seems unnecessary, it's all face up so you can look through all of it as you count. I guess it's all public knowledge as well, technically. What's stopping your opponents leafing through your deck? (A sensible rulebook instruction saying they can't.)
(https://i.imgur.com/3FEqM1v.png)
(https://i.imgur.com/13Wq3Ok.png) / (http://]https://i.imgur.com/C6MEgSE.png)QuoteScry • $3 • Event
You may place a card from your discard pile on the bottom of your deck, then turn your deck face up. If you don't have "Warned" or "Twice Warned", take "Warned".QuoteWarned • State
After shuffling or counting your deck, turn it face up. At the start of your turn, you may discard the top card of your deck. If you do, turn this over to Twice Warned.QuoteTwice Warned • State
After shuffling or counting your deck, turn it face up. At the start of clean up, you may discard the top card of your deck. If you do, return this (and turn your deck face down).
"play with your deck face up" seems like fertile promo ground; unfortunately it also seems like it'd be a project most of the time. Pairing it with discard plucking and some weak sifting seems appropriate. This - one event card, six state cards - is still fewer cards than a typical kingdom pile, so i think it'd even be feasible to do with irl printing.
Points of pride: putting the "what about shuffling"/"what if i need to count my deck" complaints implicitly to rest.
And the decision to discard the top of deck with Twice Warned is between moving a junk card on and losing the deck knowledge advantage so having to pay another $3 later to regain it. I suppose it's worth it sometimes, but most likely it's a $3 better saved.
Royal Heirloom
$5 - Action - Duration
Reveal cards from your deck until you reveal an action card, put the action card in your hand and discard the rest. Then choose an action card from your hand. Play it now and play it again at the start of your next turn.
This is an oldie but I think it is neat for a promo. On the surface it is a more expensive Harem with variable Coin/VP values, so it will be immediately familiar. Strategically it plays different though, being perhaps most similar to Fairgrounds.
It's main downside is that due to the "modern" prevalence of engines, Province play (this does after all cost as much as Province, if there is just one further Treasure or Victory Kingdom card) is often the dominant strategy. A non-variable price, most likely $6, could be a necessary buff.
(https://i.imgur.com/6ttY1Z5.png)
$14 + whatever other treasures/victories are in the kingdom. It's also worth 11VP if you run the castle pile (and grab at least one Prov/Duc/Estate).This is an oldie but I think it is neat for a promo. On the surface it is a more expensive Harem with variable Coin/VP values, so it will be immediately familiar. Strategically it plays different though, being perhaps most similar to Fairgrounds.
It's main downside is that due to the "modern" prevalence of engines, Province play (this does after all cost as much as Province, if there is just one further Treasure or Victory Kingdom card) is often the dominant strategy. A non-variable price, most likely $6, could be a necessary buff.
(https://i.imgur.com/6ttY1Z5.png)
This is a cool card, but what is its cost if Castles are in the kingdom?
So Scry allows you to look at your whole deck, not just the top card? That's an interesting concept, but seems very AP-prone to me...after you buy Scry / have Warned or Twice Warned, you turn your deck face down for shuffling or counting; at all other times, it is face up. I suppose other players could look through it, but I think that falls under the same sort of table ettiquette as not looking at other players' hands.I'm entering an event with a two-sided stateSo Scry by itself lets you see your deck for the rest of its current shuffle. Each side of Warned turns the next new deck over, or if you don't have it anymore the deck goes face down as normal. Do I have this right? Because turning it over after counting the deck seems unnecessary, it's all face up so you can look through all of it as you count. I guess it's all public knowledge as well, technically. What's stopping your opponents leafing through your deck? (A sensible rulebook instruction saying they can't.)
(https://i.imgur.com/3FEqM1v.png)
(https://i.imgur.com/13Wq3Ok.png) / (http://]https://i.imgur.com/C6MEgSE.png)QuoteScry • $3 • Event
You may place a card from your discard pile on the bottom of your deck, then turn your deck face up. If you don't have "Warned" or "Twice Warned", take "Warned".QuoteWarned • State
After shuffling or counting your deck, turn it face up. At the start of your turn, you may discard the top card of your deck. If you do, turn this over to Twice Warned.QuoteTwice Warned • State
After shuffling or counting your deck, turn it face up. At the start of clean up, you may discard the top card of your deck. If you do, return this (and turn your deck face down).
"play with your deck face up" seems like fertile promo ground; unfortunately it also seems like it'd be a project most of the time. Pairing it with discard plucking and some weak sifting seems appropriate. This - one event card, six state cards - is still fewer cards than a typical kingdom pile, so i think it'd even be feasible to do with irl printing.
Points of pride: putting the "what about shuffling"/"what if i need to count my deck" complaints implicitly to rest.
And the decision to discard the top of deck with Twice Warned is between moving a junk card on and losing the deck knowledge advantage so having to pay another $3 later to regain it. I suppose it's worth it sometimes, but most likely it's a $3 better saved.
As for price, consider it more that you can discard two pieces of green/junk until you buy it again.
Maybe have it be like Native Village, where you can look at the card (in this case the top card of your deck) at any timeSo Scry allows you to look at your whole deck, not just the top card? That's an interesting concept, but seems very AP-prone to me...after you buy Scry / have Warned or Twice Warned, you turn your deck face down for shuffling or counting; at all other times, it is face up. I suppose other players could look through it, but I think that falls under the same sort of table ettiquette as not looking at other players' hands.I'm entering an event with a two-sided stateSo Scry by itself lets you see your deck for the rest of its current shuffle. Each side of Warned turns the next new deck over, or if you don't have it anymore the deck goes face down as normal. Do I have this right? Because turning it over after counting the deck seems unnecessary, it's all face up so you can look through all of it as you count. I guess it's all public knowledge as well, technically. What's stopping your opponents leafing through your deck? (A sensible rulebook instruction saying they can't.)
(https://i.imgur.com/3FEqM1v.png)
(https://i.imgur.com/13Wq3Ok.png) / (http://]https://i.imgur.com/C6MEgSE.png)QuoteScry • $3 • Event
You may place a card from your discard pile on the bottom of your deck, then turn your deck face up. If you don't have "Warned" or "Twice Warned", take "Warned".QuoteWarned • State
After shuffling or counting your deck, turn it face up. At the start of your turn, you may discard the top card of your deck. If you do, turn this over to Twice Warned.QuoteTwice Warned • State
After shuffling or counting your deck, turn it face up. At the start of clean up, you may discard the top card of your deck. If you do, return this (and turn your deck face down).
"play with your deck face up" seems like fertile promo ground; unfortunately it also seems like it'd be a project most of the time. Pairing it with discard plucking and some weak sifting seems appropriate. This - one event card, six state cards - is still fewer cards than a typical kingdom pile, so i think it'd even be feasible to do with irl printing.
Points of pride: putting the "what about shuffling"/"what if i need to count my deck" complaints implicitly to rest.
And the decision to discard the top of deck with Twice Warned is between moving a junk card on and losing the deck knowledge advantage so having to pay another $3 later to regain it. I suppose it's worth it sometimes, but most likely it's a $3 better saved.
As for price, consider it more that you can discard two pieces of green/junk until you buy it again.
Certainly not looking at opponents' hands is a hard rule, not just etiquette? So there should also be a ruling whether opponents can look through your face-up deck with Scry or not.
After all, all face-up cards in the game are generally public knowledge, and opponents are already allowed to count your deck, since deck size is public knowledge.
nope;So Scry allows you to look at your whole deck, not just the top card? That's an interesting concept, but seems very AP-prone to me...after you buy Scry / have Warned or Twice Warned, you turn your deck face down for shuffling or counting; at all other times, it is face up. I suppose other players could look through it, but I think that falls under the same sort of table ettiquette as not looking at other players' hands.I'm entering an event with a two-sided stateSo Scry by itself lets you see your deck for the rest of its current shuffle. Each side of Warned turns the next new deck over, or if you don't have it anymore the deck goes face down as normal. Do I have this right? Because turning it over after counting the deck seems unnecessary, it's all face up so you can look through all of it as you count. I guess it's all public knowledge as well, technically. What's stopping your opponents leafing through your deck? (A sensible rulebook instruction saying they can't.)
(https://i.imgur.com/3FEqM1v.png)
(https://i.imgur.com/13Wq3Ok.png) / (https://i.imgur.com/C6MEgSE.png)QuoteScry • $3 • Event
You may place a card from your discard pile on the bottom of your deck, then turn your deck face up. If you don't have "Warned" or "Twice Warned", take "Warned".QuoteWarned • State
After shuffling or counting your deck, turn it face up. At the start of your turn, you may discard the top card of your deck. If you do, turn this over to Twice Warned.QuoteTwice Warned • State
After shuffling or counting your deck, turn it face up. At the start of clean up, you may discard the top card of your deck. If you do, return this (and turn your deck face down).
"play with your deck face up" seems like fertile promo ground; unfortunately it also seems like it'd be a project most of the time. Pairing it with discard plucking and some weak sifting seems appropriate. This - one event card, six state cards - is still fewer cards than a typical kingdom pile, so i think it'd even be feasible to do with irl printing.
Points of pride: putting the "what about shuffling"/"what if i need to count my deck" complaints implicitly to rest.
And the decision to discard the top of deck with Twice Warned is between moving a junk card on and losing the deck knowledge advantage so having to pay another $3 later to regain it. I suppose it's worth it sometimes, but most likely it's a $3 better saved.
As for price, consider it more that you can discard two pieces of green/junk until you buy it again.
Certainly not looking at opponents' hands is a hard rule, not just etiquette? So there should also be a ruling whether opponents can look through your face-up deck with Scry or not.
After all, all face-up cards in the game are generally public knowledge, and opponents are already allowed to count your deck, since deck size is public knowledge.
This is an oldie but I think it is neat for a promo. On the surface it is a more expensive Harem with variable Coin/VP values, so it will be immediately familiar. Strategically it plays different though, being perhaps most similar to Fairgrounds.
It's main downside is that due to the "modern" prevalence of engines, Province play (this does after all cost as much as Province, if there is just one further Treasure or Victory Kingdom card) is often the dominant strategy. A non-variable price, most likely $6, could be a necessary buff.
(https://i.imgur.com/6ttY1Z5.png)
(https://i.imgur.com/1Lvxh22m.png)
VERDANT DELL - $5
Action
+1 Card
+1 Action
Discard any number of cards for +$1 per two cards discarded (rounded up).
Heirloom: The Cheese
(https://i.imgur.com/udJ0kY0m.png)This needs the Heirloom type. Also, this would mess with openings too much IMO.
VERDANT DELL - $5
Action
+1 Card
+1 Action
Discard any number of cards for +$1 per two cards discarded (rounded up).
Heirloom: The Cheese
THE CHEESE - $5
Treasure
$2
When you buy a Card, if this is the only Treasure you have in play, +2VP.
(This is not in the Supply.)
It is very had to say. LastFootnote has argued that Harem could very well cost $5 (http://forum.dominionstrategy.com/index.php?topic=9978.msg703104#msg703104). I like the variable price because it creates a relationship between the cost and the power of the card and am going to stick with it but if it is too weak $7 is, as you have said, likely the best first shot at a fixed price.This is an oldie but I think it is neat for a promo. On the surface it is a more expensive Harem with variable Coin/VP values, so it will be immediately familiar. Strategically it plays different though, being perhaps most similar to Fairgrounds.
It's main downside is that due to the "modern" prevalence of engines, Province play (this does after all cost as much as Province, if there is just one further Treasure or Victory Kingdom card) is often the dominant strategy. A non-variable price, most likely $6, could be a necessary buff.
(https://i.imgur.com/6ttY1Z5.png)
As this is almost always at least as good as Harem (you only need one other Treasure in play and one other VP card in your deck to make it +$2+2VP), it shouldn't have a fixed cost of $6 IMO.
If you want to make the price non-variable, I'd suggest $7 (which is also the price it currently has when there's no other extra Treasure or VP piles in the kingdom, and no empty piles.) But it may also be fine as is.
It is very had to say. LastFootnote has argued that Harem could very well cost $5 (http://forum.dominionstrategy.com/index.php?topic=9978.msg703104#msg703104). I like the variable price because it creates a relationship between the cost and the power of the card and am going to stick with it but if it is too weak $7 is, as you have said, likely the best first shot at a fixed price.This is an oldie but I think it is neat for a promo. On the surface it is a more expensive Harem with variable Coin/VP values, so it will be immediately familiar. Strategically it plays different though, being perhaps most similar to Fairgrounds.
It's main downside is that due to the "modern" prevalence of engines, Province play (this does after all cost as much as Province, if there is just one further Treasure or Victory Kingdom card) is often the dominant strategy. A non-variable price, most likely $6, could be a necessary buff.
(https://i.imgur.com/6ttY1Z5.png)
As this is almost always at least as good as Harem (you only need one other Treasure in play and one other VP card in your deck to make it +$2+2VP), it shouldn't have a fixed cost of $6 IMO.
If you want to make the price non-variable, I'd suggest $7 (which is also the price it currently has when there's no other extra Treasure or VP piles in the kingdom, and no empty piles.) But it may also be fine as is.
(https://i.imgur.com/1Lvxh22m.png)
VERDANT DELL - $5
Action
+1 Card
+1 Action
Discard any number of cards for +$1 per two cards discarded (rounded up).
Heirloom: The Cheese
This is probably reasonable for (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) even with a 1:1 ratio. Discarding no cards at all makes it a useless cantrip, discarding 1 makes it an Oasis, and discarding 3 makes it a double Peddler with a very large drawback that's very rarely worth it. And the more you discard, the less worth it the reward is. (Discarding 5 cards for +$3 is pretty lame. That's your whole hand if you didn't play any handsize increases beforehand.)
Suggested wording along the lines of Command cards:
Play the set aside acard, leaving it there. +1 Action per Action it gives.
Suggested wording along the lines of Command cards:
Play the set aside acard, leaving it there. +1 Action per Action it gives.
Liegeman - $4
Action
+2 Actions
+$1
If you don't have Treaty Bound, you may Exile a card from your hand for +2 Cards.
-
Setup: Each player takes Treaty Bound.
Treaty Bound
State
When a player gains a Province, return this and trash up to 5 cards from your hand. +1 Card for each card trashed this way.
Suggested wording along the lines of Command cards:
Play the set aside acard, leaving it there. +1 Action per Action it gives.
Wacky idea incoming! Posted and tweaked via the help of some Dominion Discord users. If Giants, Golems, Werewolves and Witches can exist within Dominion’s, then so can...
(https://i.postimg.cc/52h287B3/01-Dragons.png) (https://i.postimg.cc/76DPW5QJ/02-White-Dragon.png) (https://i.postimg.cc/Xq1VqQN9/03-Orange-Dragon.png) (https://i.postimg.cc/MHp6zhwW/04-Blue-Dragon.png) (https://i.postimg.cc/4d54kXrL/05-Green-Dragon.png)
There are 3 copies of each 4 Dragons, for 12 cards total (no matter the player count). Like Knights, they are shuffled, and all 4 Dragons share that one junking/discarding Attack. Speaking of which, there are no Attacking Promo cards, so this fills that niche!
Just to be clear on the matter, Blue Dragon sets itself aside forever with no returning mechanic when used for its Reaction, just like Prince.
Cool idea! Maybe adding a Yellow Dragon to the mix that is an Action-Treasure (or Black Dragon, as Night cards are allowed). And I'd rework the Blue Dragon cause this is just straight up confusing.
Cool idea! Maybe adding a Yellow Dragon to the mix that is an Action-Treasure (or Black Dragon, as Night cards are allowed). And I'd rework the Blue Dragon cause this is just straight up confusing.
Thanks! I avoided a Treasure and Night variation of Dragons since I really wanted that nasty Attack to be terminal. This can be avoided somewhat by having these variations be dual typed (like Crown or Werewolf), but that would make this concept more complicated.
As for Blue Dragon, I could have it self trash when Reacting, and I thought of it too, but in the end, I wanted it to "stay" in your deck for it to still give a (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) for the purpose of Green Dragon.
Wacky idea incoming! Posted and tweaked via the help of some Dominion Discord users. If Giants, Golems, Werewolves and Witches can exist within Dominion’s, then so can...I don't like this. The Attack is initially weaker than Sea Hag and the other stuff varies a lot in power. Blue Dragon seems to stay in nirvana forever so it only net gains one card so that's probably OK. A Night or Treasure Dragon wouldn't be overpowered.
(https://i.postimg.cc/52h287B3/01-Dragons.png) (https://i.postimg.cc/76DPW5QJ/02-White-Dragon.png) (https://i.postimg.cc/Xq1VqQN9/03-Orange-Dragon.png) (https://i.postimg.cc/MHp6zhwW/04-Blue-Dragon.png) (https://i.postimg.cc/4d54kXrL/05-Green-Dragon.png)
There are 3 copies of each 4 Dragons, for 12 cards total (no matter the player count). Like Knights, they are shuffled, and all 4 Dragons share that one junking/discarding Attack. Speaking of which, there are no Attacking Promo cards, so this fills that niche!
Just to be clear on the matter, Blue Dragon sets itself aside forever with no returning mechanic when used for its Reaction, just like Prince.
Just add an '(it stays set side for the rest of the game)' into the card text. Official cards have such clarifications, too.I was looking at Prince and Inheritance for guidance for the set aside wording. Both of these do not mention anything about the cards being set aside for the rest of the game.
Well, Village doesn't say +2 Actions (Actions, not Action Cards). Diadem does because there it's intuitively more confusing. Reaction in this thread suggests that Blue Dragon is intuitively confusing.
What is the reason for setting aside Blue Dragon rather than trashing it as part of the Reaction? Are you trying to avoid Lurker shenanigans?
VERDANT DELL - $5
Action
+1 Card
+1 Action
Discard any number of cards for +$1 per two cards discarded (rounded up).
Heirloom: The Cheese
THE CHEESE - $5
Treasure
$2
When you buy a Card, if this is the only Treasure you have in play, +2VP.
(This is not in the Supply.)
Unfortunately, this wouldn’t qualify because of the need for VP tokens.
VERDANT DELL - $5
Action
+1 Card
+1 Action
Discard any number of cards for +$1 per two cards discarded (rounded up).
Heirloom: The Cheese
THE CHEESE - $5
Treasure
$2
When you buy a Card, if this is the only Treasure you have in play, +2VP.
(This is not in the Supply.)
Unfortunately, this wouldn’t qualify because of the need for VP tokens.
My bad. If its not too late I would like to submit this one instead:
(https://i.imgur.com/t92arc6m.png)
Cask of Amontillado - $4
Treasure
$2
+1 Buy
-----------------
When you gain this, you may Trash an Action card you have in play.
Thank you! I copied the text from Bonfire (including the capitalized "T" apparently), but that is a good point about trashing Duration Actions. I also prevented it from trashing Reactions for thematic purposes. Here's the new version:Cask of Amontillado - $4
Treasure
$2
+1 Buy
-----------------
When you gain this, you may Trash an Action card you have in play.
Two small things.
Utterly pedantic formatting change: you don't need to capitalize trash in the middle of a sentence.
Avoiding hard-to-track effects: consider trashing only non-Duration Action cards from play. I believe only Bonfire can directly trash Durations from play, but this can cause tracking issues as the Duration effects still occur.
Why a non-reaction?Thank you! I copied the text from Bonfire (including the capitalized "T" apparently), but that is a good point about trashing Duration Actions. I also prevented it from trashing Reactions for thematic purposes. Here's the new version:Cask of Amontillado - $4
Treasure
$2
+1 Buy
-----------------
When you gain this, you may Trash an Action card you have in play.
Two small things.
Utterly pedantic formatting change: you don't need to capitalize trash in the middle of a sentence.
Avoiding hard-to-track effects: consider trashing only non-Duration Action cards from play. I believe only Bonfire can directly trash Durations from play, but this can cause tracking issues as the Duration effects still occur.
(https://i.imgur.com/syH45Ahm.png)
Cask of Amontillado - $4
Treasure
$2
+1 Buy
-----------------
When you gain this, you may trash a non-Duration, non-Reaction Action card you have in play.
Hi, everyone! It's been a long time since I've participated in these contests!
(https://i.imgur.com/Rr80m4L.png)
(https://i.imgur.com/t2byciV.png)
This is my entry, a totally nutty Event/Artifact combo. It's a redo of the Cursed Bottle/Bottle Imp idea I posted here a while back. It completely changes the game, but hopefully in a fun way. In the beginning of the game, you'll be buying this every turn, but toward the end you'll have to decide if it's worth the risk of getting stuck with it.
Hi, everyone! It's been a long time since I've participated in these contests!
(https://i.imgur.com/Rr80m4L.png)
(https://i.imgur.com/t2byciV.png)
This is my entry, a totally nutty Event/Artifact combo. It's a redo of the Cursed Bottle/Bottle Imp idea I posted here a while back. It completely changes the game, but hopefully in a fun way. In the beginning of the game, you'll be buying this every turn, but toward the end you'll have to decide if it's worth the risk of getting stuck with it.
It's purely thematic / for flavor. A react-er would be too adroit to be drunkenly lured into catacombs and bricked inside a wall.Why a non-reaction?Thank you! I copied the text from Bonfire (including the capitalized "T" apparently), but that is a good point about trashing Duration Actions. I also prevented it from trashing Reactions for thematic purposes. Here's the new version:Cask of Amontillado - $4
Treasure
$2
+1 Buy
-----------------
When you gain this, you may Trash an Action card you have in play.
Two small things.
Utterly pedantic formatting change: you don't need to capitalize trash in the middle of a sentence.
Avoiding hard-to-track effects: consider trashing only non-Duration Action cards from play. I believe only Bonfire can directly trash Durations from play, but this can cause tracking issues as the Duration effects still occur.
(https://i.imgur.com/syH45Ahm.png)
Cask of Amontillado - $4
Treasure
$2
+1 Buy
-----------------
When you gain this, you may trash a non-Duration, non-Reaction Action card you have in play.
Hi, everyone! It's been a long time since I've participated in these contests!
This is my entry, a totally nutty Event/Artifact combo. It's a redo of the Cursed Bottle/Bottle Imp idea I posted here a while back. It completely changes the game, but hopefully in a fun way. In the beginning of the game, you'll be buying this every turn, but toward the end you'll have to decide if it's worth the risk of getting stuck with it.
I really like these. This mechanic feels fun, original, and thematically super on point. That said, playing with these would also be completely insane, and feel almost nothing like a regular game.
The simplest way to pull that back would be to have the gain-to-hand happen at the beginning of the turn, but that goes too far in the other direction, as you'd almost always have the Imp stolen before you get anything, until your opponents give up. One compromise might be to "At the start of your turn, gain a card to your hand costing up to $6. When drawing your hand, if you have not gained a card using this Artifact this turn, gain a card to your new hand costing up to $4."
A more modest change would be to take the "+1 Buy" off of Uncork. Players would have to choose between taking the Bottle Imp (and thus gaining a $5 card to their hand) and buying a card, at least until they could get a +Buy card.
I did have one question. Do you get to see your new hand before you choose what card to gain? It's not clear from the wording.
What happens if you gain Cavalry with Bottle Imp? Would you start your next turn with a hand of 8 cards?I'm pretty sure that you would put the Cavalry in hand, then draw two cards. So, yes you would start the turn with 8 cards (and 2 Buys) pretty powerful if i might say myself (especially with villages for the terminal Cavalries). Someone else correct if I'm wrong pls.
As for removing the +1 Buy, I considered that, but then that would just make the beginnings of games really boring, I think. Everyone would just buy Uncork and nothing else.
I also don't think giving a bonus for holding on to it until your next turn will work. I suspect the way this would be played is that it will bounce back and forth regularly until one player decides they don't want it anymore.
I honestly think it would be rare for someone to stop buying it and then later decide they want it again. I could be wrong, though.
It is a cool card but my hunch is that the VP value is too low. You can always get a free Duchy via the Bottle Imp, so the value of 13, which is likely intentionally 1VP more than the spread of one Provinces in a 2P game, might not suffice.
But this is impossible to determine in theory, it is a playtesting thing.
It is a cool card but my hunch is that the VP value is too low. You can always get a free Duchy via the Bottle Imp, so the value of 13, which is likely intentionally 1VP more than the spread of one Provinces in a 2P game, might not suffice.
But this is impossible to determine in theory, it is a playtesting thing.
Actually, I just chose 13 because it's the unlucky number :P Regardless, you could be right that the penalty needs to be greater, I'm not sure either.
2. Submissions should not require Potions, Platinums, or Colonies
5. You can use mechanics that are specific to certain expansions, as long as your submission does not violate any of the above restrictions. So for example, the following would be permitted:
- Duration cards
- Night cards
- Heirlooms
- Mixed piles
- Split piles
(https://i.postimg.cc/y81XDbjR/Phoenix4.png)Maybe it's just me, but I don't really see the purpose of this card. Other than nerfing cursers, it doesn't do anything. Let's consider a random game, for example, or, instead, the First Game set. It interacts with 3 cards, Mine, Cellar, and Remodel. With Mine, you gain a Silver to your hand. Probably about (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png)-4.5 power level, weak. With cellar, it essentially adds +1 Card. This one's is actually pretty powerful. But then again, it is pretty much junk, so if you hadn't had it at all, you would still have the extra card. With Remodel, It is gain an Estate or a Cellar. Extremely weak. So, I don't really see when this card can do much.
Translation:
--------------------------------
+1 Card
+1 Buy
When you trash trash this, or discard this during your action phase, put it into your hand.
During your buy phase, this card costs 3$.
0*$ P Action - Treasure - Curse - Victory
Maybe it's just me, but I don't really see the purpose of this card. Other than nerfing cursers, it doesn't do anything. Let's consider a random game, for example, or, instead, the First Game set. It interacts with 3 cards, Mine, Cellar, and Remodel. With Mine, you gain a Silver to your hand. Probably about (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png)-4.5 power level, weak. With cellar, it essentially adds +1 Card. This one's is actually pretty powerful. But then again, it is pretty much junk, so if you hadn't had it at all, you would still have the extra card. With Remodel, It is gain an Estate or a Cellar. Extremely weak. So, I don't really see when this card can do much.
You buffed an absolutely useless card into an absolute monster. We know from Masquerade how powerful drawing and trashing is. While this is not strictly better than Pooka, it is nonetheless far better than it.90% agree but Iron-whatevers/groom/etc will care about the four type thing.
I don't get why the card has the Fortress feature, due to the Coin cost of $0 it is utterly pointless for TfB. This combined with the Potion cost creates precisely one interaction with Apprentice.
The four types are ambiguous with Cursers and create again only one interaction with Courtier.
You buffed an absolutely useless card into an absolute monster. We know from Masquerade how powerful drawing and trashing is. While this is not strictly better than Pooka, it is nonetheless far better than it.I totally agree with this. The card is OP. I also wanted to mention that you can also play this in your Buy phase, so it can essentially become non-terminal also, making the card even more OP.
Quote $? - Treasure - Victory |
Treasure Cove is an intriguing alt-VP and Treasure hybrid that could play quite differently in various Kingdoms. In a Province game with no other Kingdom Treasures or Victory cards, Treasure Cove would cost $7 (assuming no empty piles) and could potentially be worth up to 4VP each and be worth up to $4. With a similar cost per VP to Duchies, Treasure Cove appears to be better value for money than Harem. In games with Colonies and Platinums, Treasure Cove would cost $9 and I think more often than not you would opt for either Provinces or Platinums over Treasure Cove. If we imagine a Province game where you have a couple of other Treasures and no other Victory cards, Treasure Cove would cost $9, but be worth at most 4VP at the end of the game. On the other hand, Treasure Cove could potentially be worth $6 if you have all the different types of Treasure in play. In such games, Treasure Cove becomes more appealing for economy rather than for VP, provided that you are able to consistently draw a large hand. It probably compares poorly to Bank as a Treasure, but the additional VP you get could still be worthwhile. In a Kingdom with no other Treasures, but a couple of other VP cards, Treasure Coves could provide potentially as many points as Provinces and also up to $4. This could create an interesting choice in some situations between purchasing Provinces or Treasure Coves. The dynamic in games with Castles would be quite different. At the beginning of the game, assuming no other Kingdom Treasures or Victory cards are present, Treasure Cove would cost $15 and be potentially worth up to 12VP each at the end of the game. However, as Castles start getting bought up, the cost of Treasure Cove starts to decrease, and they will likely be more attractive than Provinces. Overall, I like the concept of Treasure Cove even though it is hard to evaluate if it is appropriately priced. I agree with the choice of a variable cost rather than a fixed one; however, I suspect that it may be overpriced in many games. I wonder if Treasure Cove's cost should only care about the number of Victory cards in the Kingdom rather than Victory cards and Treasure cards. My reasoning for this is two-fold: (i) the difficulty of maximizing the VP value that each Treasure Cove gives at the end of the game vs. the amount of $ it gives you at each play doesn't scale the same way (and I would argue it is easier to maximize it's VP value), and (ii) even if Treasure Cove were to give you a large amount of $ because there are a bunch of Treasures available and you are able to get them into play, you are still limited by the amount of Buys that you have (whereas no such limitation exists for VP). |
Quote $4 - Treasure - Duration - Reaction |
Blessed Coin has an eclectic mix of card types. As far as I'm aware, this would be the only Reaction card that could potentially provide you with protection from Attacks during the round in which you have it in hand, and potentially the next round as well if no Attacks are played in the current round and you opt for $2 in your next turn. Even in Kingdoms without any Attack cards, Blessed Coin can be functionally equivalent to "Saving" a Silver and so it is still quite useful at a cost of $4. My main concern with the card is that their presence in a Kingdom could turn off players from gaining Attack cards altogether (which I recognize might actually be a positive for players that dislike strong Attack cards in general). Most other cards that nullify Attacks (e.g. Moat, Lighthouse) are otherwise fairly weak and as such, you don't want too many of them in your deck. With Blessed Coin, you probably don't need as many due the fact that it is both a Reaction and a Duration, and they are probably more useful to have in your deck anyway. |
Quote Scry |
Scry / Warned introduces a rather dramatic twist to the rules of Dominion. I much prefer the current version with the single-sided State than the previous version with Twice Warned. I agree that if it weren't for the constraints of this contest, this would be more streamlined as a Project than an Event. Playing with your deck face up almost seems too gimmicky. Even outside of a few strong card interactions e.g. Mystic or Jester (for your opponents), always knowing what the top card of your deck is and making the choice of whether or not to discard it at the start of your turn could be quite useful over the course of the game. I can't decide if always knowing the top card of your deck would make the game more interesting or less. On the one hand, it does alter the game in a novel way. However, my current impression (without actually having playtested it) is that it would make it slightly less interesting. There is often a push-your-luck element when it comes to deciding whether or not to terminally draw cards, and I feel like Scry / Warned would somewhat diminish that. |
Quote $5 - Action - Attack |
At first glance, Warden almost looks like Margrave, except the attack has a twist in that it only cares about cards with +Buy in their text. It also adds an additional twist whereby Duchies are more attractive to buy. I like the fact that Warden itself gives +Buy in a game where Duchies are more desirable. However, I think this is a double-edged sword, because in games where this would be the only source of +Buy, Warden could force opponents to discard a Warden from their hand. In such cases, turn order becomes even more important than it already is. The card already seems fairly weak relative to Margrave (granted that Margrave is a fairly strong card to begin with), so the additional risk of being forced to discard it because of your opponent's Warden makes it less palatable. In my own experience, I've found that designing Attack cards that also block your opponent's copies of the card is quite tricky - and perhaps something that should be avoided. |
Quote $5 - Action - Duration |
Royal Heirloom digs through your deck to find an Action card, and then allows you to play an Action card from your hand both now and again at the start of your next turn. Since you could play another one from your hand instead of the one that Royal Heirloom digs up, this gives you more control with Royal Heirloom than Golem, for instance. As currently worded, Royal Heirlooms can also find/play other Royal Heirlooms, and so you could use this to strengthen your subsequent turns. I like the general concept, although I wonder if it should only allow you to play non-Duration Action cards. |
Quote $4 - Action |
Theatre is a fairly unusual village that has multiple avatars. It can moonlight as a buffed up Cellar, Lurker, Pawn, Haven, Lighthouse, Native Village, Pearl Diver, Hamlet, Crossroads, Squire, Vagrant, Candlestick Maker, Page, Ratcatcher, Raze, Encampment, Patrician, Settlers, Pixie, or Border Guard. Every set except Menagerie would have a $2-cost Action card that would work with Theatre. As a first glance, there do seem to be instances where Theatre would be weak for a $4 cost card, although I don't believe there are situations where it it would be overpowered. The main question for me was does Theatre make any of these cards more interesting in order to justify the additional set-up? For the $2-cost cards that are already villages (e.g. Native Village, Crossroads, etc), I don't believe it does. In some cases, I would rather play with original $2-cost card than the Theatre Version (e.g. Lurker, Page). There are some that I would be more inclined to want to try (e.g. Theatre-Cellar or Theatre-Border Guard), but I think those would be the minority. So while the concept is quite innovative, I think I would find it underwhelming more often than not. |
Quote $5 - Action - Command |
Chameleon is perhaps what an Action card version of Scepter would look like. Unlike Scepter, it only allows you to replay the last-played Action card. It has an advantage over other Throne Room variants insofar as it can always function as a Peddler and so you will never draw it dead. On the other hand, whereas you could play Throne Room on another Throne Room to play two Action cards twice, you can't do so if you replay a Chameleon with another Chameleon (at least as I interpret the wording of the card). Unlike Throne Room, it also cannot turn cantrips into villages. Of course, there is no unwritten rule that a Throne Room-variant needs to be able to do either of these things, but as a matter of personal preference I enjoy the explosiveness that you get with other Throne Room variants, and I feel like Chameleon, while still a fine card, is a bit tame in this respect. |
Quote White Dragon |
Dragons are a mixed pile reminiscent of Knights (and in games with both, Knights can slay Dragons!). It's a neat idea to have distinct Dragon colours with corresponding card types. I agree with others that it would have been a nice addition to see a Yellow Dragon and a Black Dragon as well. Dragons are Cursers that become hand-size attacks once the Curse pile runs out. Nonetheless, I still find some of the Dragons rather weak relative to other $5-cost Attack cards. Let's take Green Dragon, for example. Other than the Attack, it is also worth VP at the end of the game. However, it doesn't score itself, so you need to gain additional non-Green Dragons. It's not a really strong alt-VP strategy; while you could technically score 9VP with a Green Dragon, that would require you to purchase nine $5 cost Dragons. If you bought the same number of Duchies, you would score 27VP. There is some synergy between Green Dragon and Blue Dragon, since you could use the latter to gain two additional Dragons. However, given that this is a mixed pile, it is not a guarantee that you will be able to gain both (or even that you wouldn't be better off gaining Duchies instead of other Dragons with Blue Dragon). I much prefer the revised wording of Blue Dragon, although I think it would be simpler to trash it as part of the Reaction to avoid any confusion. I understand the rationale for wanting it to score for Green Dragon, but I think it would be better to buff Green Dragon (e.g. 2VP per non-Victory Dragon), and since Blue Dragon can still gain two additional Dragons, you can still net additional points. (I suppose if Exiling were an option, that would be another alternative) White Dragon becomes more relevant if your opponents gain and play Dragons as it lets you discard Curses from your hand and draw to 5. Orange Dragon on the other hand doesn't seem to have any obvious interactions or synergies with the other Dragons. There's nothing wrong with the gold-gaining per se (except maybe it could be gained to hand instead of onto your deck), but I would have liked to see a different bonus that would make the four Dragons more cohesive. |
Quote Liegeman / Treaty Bound |
Liegeman is an interesting card that starts of as a weak village; however, as soon as a player buys the first Province, all players return the Treaty Bound state and Liegemen then turn into very strong cards that give you +2 Actions, +$1, and allow you to Exile a card from your hand for +2 Cards. With Treaty Bound, when the first Province is gained, all players can trash up cards from their hand and draw as many. Deciding when to start greening is one of the key decisions in a game of Dominion, and I think this adds another dimension to that. On the one hand, if you have Liegemen in your deck, you are incentivized to buy a Province so that you upgrade their abilities. On the other, buying the first Province will likely mean that your opponents will benefit from Treaty Bound's trashing (and the earlier you Province, the more likely your opponents are to still have junk in their hand to trash). Trashing cards with Treaty Bound seems a little anti-synergistic with Liegeman's ability to Exile then draw, but perhaps that was the intent. Liegeman reminds me of cards like City and Paddock, except that the trigger for upgrading its abilities is different. It's a neat idea, and it would be interesting to see this type of design more often. This is one of those cards that is hard to assess without playtesting, because I feel like the meta becomes very important. Will players rush the Liegeman pile in anticipation of someone buying the first Province? Will players delay buying their first Province if they are behind on the Liegeman split? Or will they forgo Liegeman entirely in favor of stronger cards early in the game, and only buy them once Treaty Bound is returned? |
Quote $4 - Treasure |
Cask of Amontillado is a Kingdom Treasure that is worth $2 and gives +1 Buy and is also a weak trasher when gained. Outside of some specific situations (e.g. trashing Catacombs or Hunting Grounds), you don't gain anything extra from trashing cards in play. It might be useful for clearing away Ruins or Action cards that are no longer useful in your deck, but if you had the option, you would usually prefer to remodel them. For a Promo card, I think it would have been more exciting if there was some additional benefit when you trashed the card (or perhaps allow it to trash when played rather then when gained). By the way, the mockup of the card should say "Treasure" instead of "Action" :) |
Quote Uncork |
I like the thematic nature of this set of cards, and the concept is intriguing. Games with Uncork / Bottle Imp will feel very different from regular games of Dominion. For one, I imagine the games will be much faster and likely to end on pile-outs. It would also alter how games open rather dramatically; you could gain a $5-cost card with Bottle Imp at the end of Turn 1 and play it on Turn 2. The benefit that you get from Bottle Imp is such that you simply cannot skip buying Uncork. The more interesting decision is when you stop buying Uncork, so that you are not the one stuck with the VP penalty at the end of the game. I'm not sure how fun this push-your-luck game of Hot Potato would be compared to a "regular" game of Dominion, but I'm very curious to try it. It's quite difficult to balance a card like this, especially since Bottle Imp is functionally equivalent to playing Artisan each turn without having to topdeck a card. The penalty would have to be severe enough to counterbalance that, but without creating so much swinginess that the fate of the game always rests on a single decision (i.e. when a player stops buying Uncork). I suppose that even in games of regular Dominion, you could try to pinpoint a single decision that probably led you to win or lose the game, but it's not always obvious. |
My entry doesn't appear in the judgement.
Congrats to X-tra! I, unfortunately, do not see my entry in the judgement section as well. It can be found HERE (http://forum.dominionstrategy.com/index.php?topic=20521.msg861176#msg861176).
I'd suggest closing "season 4" first. So let Fan mechanics run 1-2 more weeks* first, then take the hiatus there.
* Seasons 1 and 2 were 10 contests each, season 3 was 12, so season 4 has so far run 8 contests. So either have 41 be the finale or do 1 more and 42 be the finale.
Land Squatters
Ally
When you gain a Victory card, if it has no other types, put it onto your deck unless you spend a Favor. Otherwise, gain a Copper unless you spend a Favor.
(https://trello.com/1/cards/628d543bace9d953b16b5090/attachments/62c321db3bc1c36b3da2a704/download/Gardener_(3).png) | Quote Gardener - Action - Liaison - Cost: 5 |
(https://i.imgur.com/0tD9qyNh.png) | (https://i.imgur.com/M7dKRJih.png) |
(https://i.imgur.com/W3DD4Wth.png) | (https://i.imgur.com/z1HRo1yh.png) |
Mageling • $3 • Action - Mage - Liaison
+2 Cards
You may discard a Mage for +1 Favor.
You may rotate the Mages.
Hydromancer • $4 • Action - Attack - Mage
+3 Cards
Discard a card. Each other player with 4 or more cards in hand discards a copy of it (or reveals they can't).
Librarian • $5 • Action - Duration - Mage
Choose one: +3 Cards; or +3 Actions, and at the start of your next turn, put this into your hand, then discard a card.
School of Magic • $6 • Treasure - Victory - Mage
$2
+3 Cards
2VP
My Submission:
(https://i.imgur.com/0tD9qyNh.png) (https://i.imgur.com/M7dKRJih.png) (https://i.imgur.com/W3DD4Wth.png) (https://i.imgur.com/z1HRo1yh.png) QuoteMageling • $3 • Action - Mage - Liaison
+2 Cards
You may discard a Mage for +1 Favor.
You may rotate the Mages.QuoteHydromancer • $4 • Action - Attack - Mage
+3 Cards
Discard a card. Each other player with 4 or more cards in hand discards a copy of it (or reveals they can't).QuoteLibrarian • $5 • Action - Duration - Mage
Choose one: +3 Cards; or +3 Actions, and at the start of your next turn, put this into your hand, then discard a card.QuoteSchool of Magic • $6 • Treasure - Victory - Mage
$2
+3 Cards
2VP
My submission is a rotating split pile. These also use the Liaison and Recursive mechanics. This also fit the theme of split piles of magic users. Joining the official Wizards and Augurs are the Mages.
Mageling is a terminal draw that allows a player to discard another Mage card for a Favor. These will often be drawn dead (except School of Magic), especially early on, so getting the Favor is not hard. Later on it may become more of a sacrifice (especially if you build an engine). Hydromancer is a terminal draw/sifter that also has a handsize Attack. Since you will often want to discard a dead card (such as an Estate) the attack will be of limited value. However, losing that dead card might still be a disadvantage (if a player is trying to get a Librarian into their hand). You also might discard an Action card drawn dead that your opponent really wants. Librarian is the only source of extra Actions. On play it's either a Smithy or a Double Necropolis. If you choose the latter, Librarian will return to your hand the following turn, but make you discard a card (which can be Librarian). Finally, School of Magic is Victory - Treasure card. It is basically a Harem, with an additional +3 Cards when played. Many of these cards will be drawn dead, and there is a risk of triggering a shuffle before you start buying cards.
My Submission:
(https://i.imgur.com/0tD9qyNh.png) (https://i.imgur.com/M7dKRJih.png) (https://i.imgur.com/W3DD4Wth.png) (https://i.imgur.com/z1HRo1yh.png)
I can tell you from playtesting a strictly worse card that School of Magic is way too good. I and a couple others tested a card that was worth (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) and gave +2 Cards, for (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png), and it was already too good even for (http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png), and School of Magic is way strictly better than that. Not to mention, it's also strictly way more powerful than Harem at the same cost; it's probably fine for it to be a bit strictly stronger than Harem since it has the downside of needing to be rotated to, but not that much stronger.
Generousity • $4 • Treasure - Liaison
$3
+1 Buy
You may return this to the Supply. If you don't, each other player gets +1 Favor.
Salesman
Action/Liason - $5
+1 Action
+1 Buy
+1 Favor
+$1
This turn, cards cost $1 less.
-
Set-up: Each player gets +1 Favor.
Salesman
Action/Liason - $5
+1 Action
+1 Buy
+1 Favor
+$1
This turn, cards cost $1 less.
-
Set-up: Each player gets +1 Favor.
One potentially tricky thing about designing a Liaison is that (in a way) it's 23 different cards, as each one functions differently depending on the Ally it is with. This is crazy strong with Fellowship of Scribes. As long as you have 5 or fewer cards in hand before playing it, you can use the favor you get to draw another card, effectively making it a market/discounter. Imo, that's way too good a card at $5 (even if it's only like that 1/23 of the time).
(https://i.ibb.co/cN3xtq5/New-Year-s-Service-Erick648.png)(https://i.ibb.co/gF9S15F/Spring-Dance-Erick648.png)(https://i.ibb.co/fD1Q5bn/Summer-Fair-Erick648.png)(https://i.ibb.co/GRpsyWY/Harvest-Festival-Erick648.png)
New Year's Service
$2 Action - Reaction - Holiday
+3 Cards
Discard 3 cards.
You may rotate the Holidays.
If the next card you play is a Spring Dance, +1 Action.
When you trash this during your turn, you may play it.
Spring Dance
$3 Action - Victory - Liason - Holiday
+1 Action
+2 Favors
You may play a Summer Fair from your hand.
Worth 1VP per 3 Favors you have (rounded down).
Summer Fair
$4 Treasure - Holiday
+1 Buy
This turn, cards you have copies of in play cost $2 less.
Play up to 2 Treasures from your hand. If at least one is a Harvest Festival, +$1.
Harvest Festival
$5 Treasure - Duration - Holiday
Choose one: Trash a card you have in play or in your hand for +$3 and if it's your Buy phase return to your Action phase; or at the start of your next turn, +3 Cards.
Loyalist
Action/Duration/Liaison - $5
+1 Favor
At the start of your turn, +1 Action and put this in your hand
Removed my other entry. I thought a Favor Hireling would be neat. It works slightly differently in order to function with Circle of Witches and League of Shopkeepers (and has interesting interactions with Voyage and Warlord)
(https://i.ibb.co/cN3xtq5/New-Year-s-Service-Erick648.png)(https://i.ibb.co/gF9S15F/Spring-Dance-Erick648.png)(https://i.ibb.co/fD1Q5bn/Summer-Fair-Erick648.png)(https://i.ibb.co/GRpsyWY/Harvest-Festival-Erick648.png)
New Year's Service
$2 Action - Reaction - Holiday
+3 Cards
Discard 3 cards.
You may rotate the Holidays.
If the next card you play is a Spring Dance, +1 Action.
When you trash this during your turn, you may play it.
Spring Dance
$3 Action - Victory - Liason - Holiday
+1 Action
+2 Favors
You may play a Summer Fair from your hand.
Worth 1VP per 3 Favors you have (rounded down).
Summer Fair
$4 Treasure - Holiday
+1 Buy
This turn, cards you have copies of in play cost $2 less.
Play up to 2 Treasures from your hand. If at least one is a Harvest Festival, +$1.
Harvest Festival
$5 Treasure - Duration - Holiday
Choose one: Trash a card you have in play or in your hand for +$3 and if it's your Buy phase return to your Action phase; or at the start of your next turn, +3 Cards.
Trashing cards you have in play will lead to tracking issues, if you trash a Harvest Festival or any other durations you have in play.
Edit: Spelling
Land Squatters (Ally)Well, I’m quite glad we have this entry, otherwise there would have been no Allies submitted!
When you gain a Victory card, if it has no other types, put it onto your deck, unless you spend a Favor. Otherwise, gain a Copper unless you spend a Favor.
(http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) Gardener (Action – Liaison)This is very Sculptor-like. Here the token given by having a Silver to hand will be +1 Favor instead of +1 Villager. As such, one might argue that this appears weaker than the aforementioned Sculptor. The only thing Gardener has over it is that it is not limited to Treasures and so I think getting the token is arguably easier to do; but man, what a poor use of your expensive Workshop then, I’d say. All in all, gaining a (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png) to hand is nice, but it is of my opinion that this doesn’t offer enough to elevate it over Sculptor.
Gain a card to your hand costing up to (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png). If it cost (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png) or less, +1 Favor.
(http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png) Mageling (Action – Mage – Liaison)Interesting theme! Flavor wise, this can be seen as the Wizards’ cousins!
+2 Cards
You may discard a Mage for +1 Favor. You may rotate the Mages.
(http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png) Hydromancer (Action – Attack – Mage)
+3 Cards
Discard a card. Each other player with 4 or more cards in hand discards a copy of it (or reveals they can’t).
(http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) Librarian (Action – Duration – Mage)
Choose one: +3 Cards; or +3 Actions, and at the start of your next turn, put this into your hand, then discard a card.
(http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png) School of Magic (Treasure – Victory – Mage)
(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png)
+3 Cards
-----
2(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png)
(http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png) Generousity (Treasure – Liaison)Stockpile alert! But you know, at least it’s more accurately priced this time around, ha. So uh, this is hard to evaluate, given that it heavily depends on the Ally. Still, my initial skepticism pushes me toward believing that this is too good of a money-centric strategy enabler. I think there might be a point where the drawback of giving other player Favors simply won’t matter if you find a good draw card to pair Generousity with. Even if the passive (sometimes) nature of the Allies is always an helpful tool, it does not matter much if you build a massive early (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) lead. Like, imagine if the Ally is Order of Bankers or something. Spamming Generousity really seem like it won’t matter much for your opponents in the end.
(http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png)
+1 Buy
You may return this to the Supply. If you don’t, each other player gets +1 Favor.
(http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) Salesman (Action – Liaison)Well this seems crazy strong. Essentially, a non-terminal bridge that sacrifices a (http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png) for a Favor. Yes please. It tackles a problem that Bridge has, needing Village support. Here, your Villages can be entirely dedicated to your draw. Of course, it does cost (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) more and so oftentimes you’ll wait a little longer to incorporate Salesman into your engine, but it’s ok because you can build up something good until then (adding trashing, draw, etc.). Once you do get a Salesman in a ready deck, it seems pretty snowball-y from there onward.
+1 Action
+1 Buy
+1 Favor
+(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png)
This turn, cards cost (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) less.
-----
Setup: Each player gets +1 Favor.
Very cute rotating split pile. I remember play-testing a rotating split pile of Treasure – Duration cards for Allies. It was too strong, ultimately (especially the top card), but I quite liked the ideas that were sprinkled in it. The Gems, in a way, revisit that idea to me. So that’s very neat!
(http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png) Pearl (Treasure – Gem)
(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png)
Trash a card from your hand. +1 Buy for each (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) it cost. You may rotate the Gems.
(http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) Ruby (Treasure – Gem)
(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png)
You may trash a Treasure from your hand. You may gain to your hand a Treasure costing up to (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) more than it.
(http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png) Magic Crystal (Treasure – Gem)
(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png)
-----
When you gain this, each other player gains a Curse.
(http://wiki.dominionstrategy.com/images/thumb/b/bc/Coin7.png/16px-Coin7.png) Diamond (Treasure – Gem)
(http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png)
(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) New Year’s Service (Action – Reaction – Holiday)Hehe, you made a rotating split pile where each card matches the colour of the season from which the holiday is part of. That’s thematically really swell!
+3 Cards
Discard 3 cards. You may rotate the Holidays. If the next card you play is a Spring Dance, +1 Action.
-----
When you trash this during your turns, you may play it.
(http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png) Spring Dance (Action – Victory – Liaison – Holiday)
+1 Action
+2 Favors
You may play a Summer Fair from your hand.
-----
Worth 1(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) per 3 Favors you have (round down).
(http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png) Summer Fair (Treasure – Holiday)
+1 Buy
This turn, cards you have copies of in play cost (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) less. Play up to 2 Treasures from your hand. If at least one is a Harvest Festival, +(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png).
(http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) Harvest Festival (Treasure – Duration – Holiday)
Choose one: You may trash a non-Duration card you have in play or in your hand for +(http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png) and if it’s your Buy phase, return to your Action phase; or at the start of your next turn, +3 Cards.
(http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) Loyalist (Action – Duration – Liaison)I think the version you posted missed the “next” word, so I added it. I assume that was the intent of the card.
+1 Favor
At the start of your next turn, +1 Action and put this into your hand.
Menagerie was already done before the promo contest.
2E could be interesting. Like I said, I could go for either for me.