CHALLENGE #41 - DOMINION IS NOT SOLITAIRE
Design a card or card-shaped thing that has non-attack player interaction baked into the mechanics of the card/card-shaped thing.
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Would a Forager type card that cares about what's in the trash count? Since the trash is available to all.
Stuff that cares about the trash in general, could count!
Forager would count, as would City (tracking a shared resource). However, both are pretty light on interaction and I don't think those cards would convince someone that Dominion isn't solitaire. Lurker is a better implementation of more direct interactivity with the trash, since it forces you to immediately think when you're playing the card, is it worth trashing something if they get it? Can I trash something they don't want? Messenger also puts some sort of similar interactivity in there -- what card do I want that my opponent does not. Can I adjust my strategy to differ from theirs so that I come ahead? That kind of thinking is clearly not solitaire!
can i choose the same choice twice (and let everyone else load up on villagers/coffers)?
No. I was hoping I wouldn't have to explicitly spell that out because the wording would be messy.
If I read the card as written, right now I would be able to choose the same choice twice. So, reword the card if you want to limit that.
Right now I'm thinking of very few ideas that any play group of any size can use. Maybe I set myself too difficult a challenge here. So here's a card I've posted on the forum already but not in this exact form (terminal at $3), getting supply pile blocking to work using a State. No State does this yet but if Targeted isn't a State what is it? Exchanged cards (vampire) would leave the pile and be trashed, and returned cards (encampment) enter it and would be trashed. Maybe too much wonkiness but I'm trying for simple cleanness.
And I'll say it again, if you want a fresh idea I will comply.
I don't need fresh ideas. As long as it hasn't won or been runner up in a contest yet.
This is a new event (by event I mean like on-buy is an event, on-gain is an event, on-trash etc), concerning when cards enter or leave the pile. Is this a separate event that occurs at a particular time? If so, what is its precedence with other events (return this to the supply event, on-gain event, on-buy event)? If you meant this to be a shortcut for cards that are gained from this pile or returned to this pile, I suggest using those words because those are the words that are already used in Dominion and then the normal event precedence applies (you get to choose which effect plays first when an event triggers two effects)
*meta note*: I am trying to ask questions for cards that have ambiguous effects this time around rather than just waiting for my final feedback. I'm not commenting on quality of cards into judgement though, just asking questions to clarify the card's intent.