Sorry y’all, I was judging this but then my fiancee came over and well I can’t just sit looking at dominion cards at that point. Lots of really good entries in this contest. I’m not very good at providing feedback, but it was hard to pick a winner.
I’ve seen a lot of ideas for the “make a card give +2 of something instead of +1” and I think this is the best one I’ve seen yet. It’s only as good as Village if the next card played gives + Cards, but can also be better depending on what the next card is, so it seems like the price is right. A good, fun, balanced card.
It’s simple, I like it. A little bit boring, but seems balanced. I think putting the coin on the first option was the right move.
I remember seeing this card a while ago, and I like it. I think the overpay makes the card a lot stronger because then you don’t need the village as often. I don’t know how often I’d want this over just Vanillage though, because how many times are there differently named cards of the same cost that I want over what I already have in my deck?
I’m not sure if this card is playable. Usually, you want a lot of villages, but having more than 1 of these in play can basically shut you out of the game. Was there a reason you didn’t have “Take 1 debt” instead?
A good attempt at trash-for-+Actions. I think the hunch that this is imbalanced if it can trash/discard victory cards is correct. It makes for some interesting decisions for sure. The on-trash benefit seems tacked on, but then again, so do several other on-trash benefits.
It seems maybe just a little too strong. Smithy variants become +4 Cards, +2 Actions; and Villages become +2 Cards, +4 Actions. I wonder if you’ve playtested it without the gain-to-hand, like Cobbler?
Like you said in your post, looks like Mill, but serves a different purpose. I think limiting the discard to Victory cards is a good idea, but also encourages single-minded pile rushes in Donjon because how often are people going to want to keep their estates around, even if this is the only Village? I think it’s a good design, though.
Making this weaker and putting it at $6 was the right idea, I think. I like the potential for huge money plays with this and a bunch of non-terminals. Seems like a big “winner wins more” card though, because if you’re already getting a bunch of cards in play, you’re doing pretty well for yourself already. You can’t just mindlessly play cards in whatever order with this around, and I like that.
I’m not sure what to think of this card. It’s tricky to use. It also looks a little bit too much like Minion with both options to me as well.
This is too complicated. I also really dislike the rules weirdness of “this is an Attack-Looter but it’s not.” I think the card would be just fine without the Attack and Reaction options.
Slave Merchant
cost $2 - Action
+2 Actions
+1 Buy
+$1
You may play a Treasure.
You may buy a card.
This is strictly better than Villa on-play. Villa has the on-gain madness, but once it’s in your deck it’s worse than this card. This is can also be better than Squire at the same cost as well.
Slum Village (Action - Reaction) [$4]
+1 Card
+2 Actions
———
When an opponent trashes a card, you may discard this from your hand, to gain a copy of that card from the Supply.
I think this is a neat design, but also discourages cool Remodel tricks. No more Remodel Province to Province, or Apprenticing province for 8 cards, unless you want to give your opponent a free province. I think this may work if it said “non-victory card,” but even then it discourages TFB tricks.
I think this is really creative at first glance, but then at second glance, this looks exactly like a Lost Arts that can only put the +1 Action token on a specific set of $2 cards. The set up is a little confusing, does it put a $2 from the Supply, or from outside the game? Still a cool idea though.
Simple, brief, and balanced. I like it. It’s impossible to trigger without some form of extra draw, which means also needing some additional form of draw or having 2 of these and a stop card. I wonder if it’s a little weak as compared to Lost City, but it seems to be at the right price point.
The village that creates other Villages. Can be really useful for when you’re in an action pinch, or for turning your old trashers or cursers into something more useful. Seems balanced at $4 too. I like it.
I really like this card. It seems well priced and well balanced. I don’t have much more to say about it, really.
At first I thought, “discarding an action to get an extra action would suck,” but then I realized you can get more Plantations and discard those to get your extra actions. Seems balanced at $2, and I like the concept.
When this is the only village, this is almost always an overpriced Necropolis, and with other villages I wonder if it would be too easy to trigger. Comparing this to Encampment, I think this is a little too weak.
I think this card is a little too strong. It needs an on-gain penalty (simlar to Lost City) I think. Maybe the penalty only happens if there are no empty supply piles? Getting a lost city for $4 is just too much.
This seems like it would be good at trashing those 3 estates and then become an expensive Silk Merchant with mandatory trashing through the rest of the game. +Actions just don’t seem valuable enough to be trashing all your good cards with this. Even with the +Buy on Industrial Village, Recruiter seems so much better because you can save those Villagers for later.
This is novel. It’ll take a little more finesse to use this, and you can’t just click on your village over and over. It seems like a good $2 village.
This is also interesting. I feel like Villa already covers the “get more Actions by gaining this” ground, though there could be more ground to cover there. This also effectively costs $3 when purchased, but unlike Villa you have to save the extra $1 you get. All-in-all, I like it but I think I like Villa better.
Seems balanced at $4, I think. Not giving +1 Card really hurts and makes it harder to get + lots of actions, for money and trashing, which makes it more balanced and interesting to use.
Lots of good cards this time, but unfortunately there can only be one winner.
Winner: Neighboring Village, by Aquila It’s the first time I’ve ever seen a card-number-modifier actually look balanced instead of too weak or too strong, and it’s a really creative way of doing it. Congrats!
Runners-up:: Midwife by RTT; Hillside City by Freddy10