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Author Topic: Weekly Design Contest #213: GREEN  (Read 3061 times)

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fika monster

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Weekly Design Contest #213: GREEN
« on: March 13, 2024, 04:50:31 am »
+4

This weeks challenge

Design a Victory Card that's in the supply.
  • The card MUST be a victory card
  • Can be part of a pile
  • can be any number of types.
  • You can involve gaining victory tokens.

I close the submissions approx 20th march, expect the judgements to up 22th march
have fun.
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Tiago

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« Last Edit: March 13, 2024, 09:05:14 pm by Tiago »
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4est

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Re: Weekly Design Contest #213: GREEN
« Reply #2 on: March 13, 2024, 10:56:08 am »
+3

Your image tag is using the imgur page with your image, not the image file itself. Replace the URL you have with this one and it should show up properly: https://i.imgur.com/z620JOz.png
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faust

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Re: Weekly Design Contest #213: GREEN
« Reply #3 on: March 13, 2024, 11:35:23 am »
+4


Quote
Exclave - $5
Victory

Worth 2 VP per card on your Exclave mat that another player has more copies of than you.
-
When you gain this, gain an Action or Treasure onto your Exclave mat.

EDIT: Name change and wording update.
« Last Edit: March 15, 2024, 05:37:01 am by faust »
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BryGuy

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Re: Weekly Design Contest #213: GREEN
« Reply #4 on: March 13, 2024, 11:49:42 am »
+1

:)
Quote
White Tree / Night Tree • Randomizer
This pile starts with as many copies of each card as players, but minimum three and maximum five. All copies of White Tree are are on top.
:)
Quote
White Tree • $4 • Action - Victory
+1 Card
+2 Actions

You may discard a Treasure for +1 Buy and +$1.
-
If a Supply pile, except Province, is empty, Worth 1VP.
:)
Quote
Night Tree • $5 • Action - Victory
+3 Cards
Discard a card and if it was an …
Action, +1 Action and +1 Card;
Victory, +1 Card.
-
Worth 1VP per empty Supply pile.
:)
previous:
Quote
White Tree • $4 • Action - Victory
+1 Card
+2 Actions

You may discard a Treasure for +1 Buy.
-
If a Supply pile, is empty, Worth 1VP.
:)
« Last Edit: March 14, 2024, 07:19:10 am by BryGuy »
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anordinaryman

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Re: Weekly Design Contest #213: GREEN
« Reply #5 on: March 13, 2024, 12:17:20 pm »
+10



Quote
Estuary | Victory | $4
2
-
When you gain this, set aside the top 2 cards of your deck. At the start of your next turn, put them in your hand.

Estuary gives you draw next turn! Unfortunately, it clogs your deck for the rest of the game. Sometimes you'll want the extra draw early on to spike something. Sometimes you've got a deck that can trash those extra cards. Sometimes it'll become an interesting decision between this and a duchy if your deck starts to stall out in a slog-like environment.
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Re: Weekly Design Contest #213: GREEN
« Reply #6 on: March 13, 2024, 01:12:01 pm »
+5

Haunted Manor
- Action Victory
+2 Cards and +2 Actions. Discard a Card.
---
1
In games using this, when any player gains a Victory card during their Buy phase, they put their hand onto their deck in any order.

Notes: It’s somewhat similar to Inn. The on-play effect is stronger than Inn (and it’s worth 1 VP too). However, Inn has a beneficial on gain effect. When you buy Haunted Manor, it usually hurts you. Haunted Manor’s below the line effect makes its sifting a little more valuable, and also makes its 1 VP a more interesting addition to the card.

The below the line effect uses a "gain during the buy phase" trigger (what Merchant Guild changed to after Donald X removed "on buy" triggers) rather than "gain a card you bought" (like Haunted Woods changed to) because I find the former simpler.
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segura

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Re: Weekly Design Contest #213: GREEN
« Reply #7 on: March 13, 2024, 02:09:15 pm »
+5

:)
Quote
White Tree / Night Tree • Randomizer
This pile starts with as many copies of each card as players, but minimum three and maximum five. All copies of White Tree are are on top.
:)
Quote
White Tree • $4 • Action - Victory
+1 Card
+2 Actions

You may discard a Treasure for +1 Buy.
-
If a Supply pile is empty, Worth 1%.
:)
Quote
Night Tree • $5 • Action - Victory
+3 Cards
Discard a card and if it was an …
Action, +1 Action and +1 Card;
Victory, +1 Card.
-
Worth 1% per empty Supply pile.
:)
Why does White Tree feature a condition that is always fulfilled at the end of the game?
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grrgrrgrr

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Re: Weekly Design Contest #213: GREEN
« Reply #8 on: March 13, 2024, 07:04:57 pm »
+4



Quote
Bamboo Forest (Action - Victory, $5)
Discard any number of Action cards from your hand. +$1 and +1 Villager per card discarded.
-
Worth 1% per 2 Action cards in your deck that have no +Action or +Villager amounts in their text (rounded down).
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Tiago

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Re: Weekly Design Contest #213: GREEN
« Reply #9 on: March 13, 2024, 09:20:48 pm »
+3



There's already an Event called Enclave. Also, shouldn't it be "another player" instead of "an opponent"? Other than that, I like this. It might encourage people to get more of a variety of cards.



This should probably say, "discard ... from your hand, revealed" since only the top card of your discard pile is public.

:)
Quote
White Tree / Night Tree • Randomizer
This pile starts with as many copies of each card as players, but minimum three and maximum five. All copies of White Tree are are on top.
:)
Quote
White Tree • $4 • Action - Victory
+1 Card
+2 Actions

You may discard a Treasure for +1 Buy.
-
If a Supply pile, except Province, is empty, Worth 1VP.
:)
Quote
Night Tree • $5 • Action - Victory
+3 Cards
Discard a card and if it was an …
Action, +1 Action and +1 Card;
Victory, +1 Card.
-
Worth 1VP per empty Supply pile.
:)

White Tree: This feels very weak. Compared to Worker's Village, you (usually) have to lose 1 (or more) coin to get +1 Buy, which is not a great trade. The VP seems like a really tiny amount that won't make much of a difference. I like the Village-Smithy split pile though.

Does District need to say (round down) on it?
« Last Edit: March 13, 2024, 09:21:59 pm by Tiago »
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4est

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Re: Weekly Design Contest #213: GREEN
« Reply #10 on: March 14, 2024, 11:24:26 am »
+2

**Entry withdrawn.**

Will tinker with this and/or replace with something different.



Updated entry, see here.
« Last Edit: March 17, 2024, 02:01:51 pm by 4est »
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faust

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Re: Weekly Design Contest #213: GREEN
« Reply #11 on: March 14, 2024, 11:32:21 am »
+5

Border Land would make games reach a point where it doesn't make sense to buy more Provinces (if your opponent has 3 Border Lands, Duchy is better). This could lead to pretty drawn-out games.
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silverspawn

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Re: Weekly Design Contest #213: GREEN
« Reply #12 on: March 14, 2024, 12:02:57 pm »
+8



Quote
Monkstead -- Action/Victory -- 5$

Trash a card from your hand.
-
Worth 7VP if you have exactly 7 Victory cards in your deck (otherwise worth 0VP).
« Last Edit: March 14, 2024, 08:42:56 pm by silverspawn »
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Re: Weekly Design Contest #213: GREEN
« Reply #13 on: March 14, 2024, 04:09:56 pm »
0

Border Land would make games reach a point where it doesn't make sense to buy more Provinces (if your opponent has 3 Border Lands, Duchy is better). This could lead to pretty drawn-out games.

Good call, yeah I'll need to adjust the point scaling, or I may just replace with something different.
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NoMoreFun

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Re: Weekly Design Contest #213: GREEN
« Reply #14 on: March 14, 2024, 06:54:55 pm »
+2

Forsaken Lands
Victory - $4
Worth 5VP if you have at least as many Curses as Forsaken Lands. Otherwise, worth 2VP.
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fika monster

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Re: Weekly Design Contest #213: GREEN
« Reply #15 on: March 15, 2024, 05:07:54 am »
+2

Just wanna say that i like the submissions so far! Allready some very good ones.
I hope i’m not breaking judge etiquette here
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sumrex

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Re: Weekly Design Contest #213: GREEN
« Reply #16 on: March 15, 2024, 09:43:36 am »
+3

Factory of Mass Production
Night/Victory 6$

Gain cards costing up to 4$ equal to the ammount of cards costing 5$ or more you gained this turn.
Worth 1 Per 4 Cards in your deck costing 4 or less.
« Last Edit: March 17, 2024, 08:12:25 am by sumrex »
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segura

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Re: Weekly Design Contest #213: GREEN
« Reply #17 on: March 15, 2024, 12:37:41 pm »
0

I think this needs a non-Victory restriction. Province gaining without much of a cost or downside is dubious.
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Re: Weekly Design Contest #213: GREEN
« Reply #18 on: March 15, 2024, 01:00:53 pm »
+3

Depository - Victory -
Quote
Worth 1 per 4 Treasures you have (round down).
When you gain or trash this, +2 Buys.
Like Cache, it comes with 2 Coppers, but this time it's optional and you can add some to buy better stuff instead.
Good source of points in slogs or plunder-heavy games, and a potential source of buys otherwise.
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Re: Weekly Design Contest #213: GREEN
« Reply #19 on: March 15, 2024, 02:09:18 pm »
+2

I think this needs a non-Victory restriction. Province gaining without much of a cost or downside is dubious.

I think sumrex's intent is that it gains multiple cards costing up to $4 each, not one card of increasingly higher max cost.
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Tiago

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Re: Weekly Design Contest #213: GREEN
« Reply #20 on: March 15, 2024, 09:42:50 pm »
+1



Unless you want it to counter handsize attacks, can't it say, "When you gain this, +2 Cards at the end of this turn"?

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Re: Weekly Design Contest #213: GREEN
« Reply #21 on: March 16, 2024, 01:12:51 am »
+2

This pair have gone through a few different versions, but I think I have them pretty well balanced (and not overly complex) now.

Quote
Rubber Duchy
$4 - Victory
2VP.
-
When you trash this, discard it for +1 VP.
Cards that can't really be trashed are fun.

FAQ: This replaces the Duchy pile and is not a kingdom pile. In addition to using Rubber Duchy when Rubber Duke is in the kingdom, you may use a randomizer for this to replace the Duchy pile with this sometimes when Rubber Duke is not in the kingdom.

Quote
Rubber Duke
$4 - Victory - Reaction
2VP if you have at least 2 Rubber Duchies (Otherwise, worth 0VP).
-
When you discard a Rubber Duchy either from your hand or by trashing it, you may discard this for +2 Cards.
Setup: Replace the Duchies with Rubber Duchies.
« Last Edit: March 16, 2024, 06:49:42 pm by LibraryAdventurer »
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sumrex

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Re: Weekly Design Contest #213: GREEN
« Reply #22 on: March 16, 2024, 06:00:54 am »
0

Indeed, does it need a wording update or is it fine as is?

I think this needs a non-Victory restriction. Province gaining without much of a cost or downside is dubious.

I think sumrex's intent is that it gains multiple cards costing up to $4 each, not one card of increasingly higher max cost.
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silverspawn

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Re: Weekly Design Contest #213: GREEN
« Reply #23 on: March 16, 2024, 06:28:04 am »
+1

Indeed, does it need a wording update or is it fine as is?

I think this needs a non-Victory restriction. Province gaining without much of a cost or downside is dubious.

I think sumrex's intent is that it gains multiple cards costing up to $4 each, not one card of increasingly higher max cost.

It does I think. I agree that your reading is more plausible, but it is ambiguous. Do sth with "number of cards equal to" or sth

anordinaryman

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Re: Weekly Design Contest #213: GREEN
« Reply #24 on: March 16, 2024, 10:05:52 am »
+4



Unless you want it to counter handsize attacks, can't it say, "When you gain this, +2 Cards at the end of this turn"?

It’s to make it easier to not forget. I play most of my dominion in person, and it’s quite easy to forget stuff like this. The two cards being set aside is the visual reminder. Without the set aside card it could be easy to forget, especially if you gain it in the start or middle of a big turn. For example, the river’s gift stays until clean up to be a visual reminder. But this card is gained and can’t be a reminder, so the set aside cards ARE the reminder. Expedition doesn’t do this because your buy phase is almost always near the very end of your turn.

There’s enough mid-turn 4 cost gainers that I thought it was relevant. I’m open to being persuaded to the simpler wording, but the “reminder” is the main intention.

It does have the benefit of soft-countering militia attacks (self-junk instead — design neutral for me). It also has the downside (that I consider a design positive ) that it fails in deck-drawing scenarios: it either prevents you from drawing 2 set aside cards this turn, or next turn it might only draw the estuary if you’ve already drawn your deck.

Anyway, when first designing I thought of all of this, and thought the wordier phrasing was a better overall design.
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Re: Weekly Design Contest #213: GREEN
« Reply #25 on: March 16, 2024, 03:35:58 pm »
+4



Plains
Victory - $4
1 VP
-
When you gain this, gain a non-Victory card costing up to $6.


Banquet's a fun card! Shame it sucks. More versatility than Skulk, but at the cost of being more useless in your deck. If you plan on trashing the Plains, though, that's probably not gonna matter, and you get to choose any card costing up to $6 rather than just being stuck with Gold! After all, once you've built something, the land underneath doesn't need to stay in pristine condition, right?
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Re: Weekly Design Contest #213: GREEN
« Reply #26 on: March 16, 2024, 04:03:33 pm »
+7

Combos with Border Village!

Augie279

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Re: Weekly Design Contest #213: GREEN
« Reply #27 on: March 16, 2024, 11:04:23 pm »
0

Combos with Border Village!

Did not realize that, but if you're willing to bloat your deck with 8 Villages and 8 Estates, then sure, go for it. Eight stop cards is a lot after all.
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anordinaryman

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Re: Weekly Design Contest #213: GREEN
« Reply #28 on: March 16, 2024, 11:35:56 pm »
+3

Combos with Border Village!

Did not realize that, but if you're willing to bloat your deck with 8 Villages and 8 Estates, then sure, go for it. Eight stop cards is a lot after all.

It’s more kind of scary that if you can empty one pile on your turn and then have $4 leftover,
you just win — nearly  insta-empty the final two piles and get 8VP (in a two player game). most times at least two border villages will be gone already.

If you want to design around this, you could say “gain a card costing up $6 you have not gained this turn”

However, I personally just think that it’s fine to leave that killer combo in and keep current phrasing — even if it’s a dominant combo, it would result in fairly quick games so you can just play another game without the combo. I like the card as is.
« Last Edit: March 17, 2024, 01:16:06 am by anordinaryman »
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Holger

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Re: Weekly Design Contest #213: GREEN
« Reply #29 on: March 17, 2024, 04:34:41 am »
+3

Combos with Border Village!

Did not realize that, but if you're willing to bloat your deck with 8 Villages and 8 Estates, then sure, go for it. Eight stop cards is a lot after all.

It’s more kind of scary that if you can empty one pile on your turn and then have $4 leftover,
you just win — nearly  insta-empty the final two piles and get 8VP (in a two player game). most times at least two border villages will be gone already.

If you want to design around this, you could say “gain a card costing up $6 you have not gained this turn”

However, I personally just think that it’s fine to leave that killer combo in and keep current phrasing — even if it’s a dominant combo, it would result in fairly quick games so you can just play another game without the combo. I like the card as is.

This combo only ends the game if the number of BV's left is exactly equal or exactly one less than the number of Plains. So even with both cards in the kingdom, it will only occasionally work.
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Re: Weekly Design Contest #213: GREEN
« Reply #30 on: March 17, 2024, 11:26:33 am »
+9

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Re: Weekly Design Contest #213: GREEN
« Reply #31 on: March 17, 2024, 02:01:08 pm »
+8



These Woods are much deeper than you thought...

In games with Woods, VP cards come with extra VP! But at a cost. If you're lucky, you can at least get some of them out of your deck.

The Woods pile has 20 cards, regardless of number of players.
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Re: Weekly Design Contest #213: GREEN
« Reply #32 on: March 17, 2024, 05:05:28 pm »
0

Very nice idea! Wouldn't it be more interesting w/o the Exile though?

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Re: Weekly Design Contest #213: GREEN
« Reply #33 on: March 17, 2024, 06:37:44 pm »
0

That would lead to potentially unpleasant slogs in some Kingdoms.
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Re: Weekly Design Contest #213: GREEN
« Reply #34 on: March 17, 2024, 07:32:06 pm »
+5

<woods>
In games using this, at any time you may reveal a hand of all Woods to take Lost in the Woods.

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Re: Weekly Design Contest #213: GREEN
« Reply #35 on: March 17, 2024, 08:37:43 pm »
+1


Quote
Attic $3 Victory
Worth 2 VP if you have more Silvers than other Treasures totaled.
---
When you gain this in your Buy phase, Exile a card you have in play and a copy of it from the Supply.
Whereas Feodum scales with Silvers and wants you to get as many as you can, Attic is flat VP and just cares about the ratio: you could have 3 Loots and 2 Platina and still get Attic's VP as long as you have 6 Silvers (and no other Treasures).

The bottom is pretty flexible; you can use it and keep junk out, or use it and get a card back with a free extra copy.
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Re: Weekly Design Contest #213: GREEN
« Reply #36 on: March 18, 2024, 12:11:28 pm »
+4

Second Draft

Victory - $3

Worth 1% per 10 cards in the Trash (round down).
-
When you trash this card, the card that trashes it treats its cost as $6. Then, each other player gains a copy of this card.

First Draft


Paradise
Victory - $4

Worth 1% per 10 cards in the Trash (round down).
-
When you trash this card, each other player gains a copy of it.

Design Notes
Hello everyone! This is my first time on this forum, first time joining this weekly design contest - I've been combing through a lot of the past stuff and want to say how delightful it is to see the great ideas you all have to share.

For this card, I wanted to create a Garden variant that scaled off of something which I don't think has been scaled off of before (but I'm sure somebody else has had some parallel thinking somewhere in this forum, so please let me know if this has been done). I love trashers in general, and as a former-atheist-turned-curious-agnostic it always amuses me when trashers have a religious flavor to them. Hence, Paradise.

The on-trash effect is something that tickles my brain and makes me want to bring this card to table, I like that it encourages some people to accumulate Paradises and go trashing heavy and some people to essentially use the card as a junker, but I would love some feedback on if you all see any concerns with that, or if the point-scaling/price should be adjusted. I'm thinking the ratio of points to cards in trash needs to be tweaked.

Second Draft: Revised after segura's feedback below to lower the cost and improve attractiveness as an engine piece for TfB strategies. Not sure how to address the valuable point they made about how this scales with player count, still chewing on that.
« Last Edit: March 18, 2024, 04:02:06 pm by grumpo »
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Re: Weekly Design Contest #213: GREEN
« Reply #37 on: March 18, 2024, 01:03:47 pm »
+1

https://imgur.com/a/xJLiYHE

Paradise
Victory - $4

You need to press the button under the “I” symbol and generate this text:
””
Enter the imgur link in the middle of it.
Then, write “width=350” in the left img part
« Last Edit: March 18, 2024, 01:06:12 pm by fika monster »
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grumpo

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Re: Weekly Design Contest #213: GREEN
« Reply #38 on: March 18, 2024, 03:23:28 pm »
0

You need to press the button under the “I” symbol and generate this text:
””
Enter the imgur link in the middle of it.
Then, write “width=350” in the left img part

Thank you! This was helpful and it looks to be fixed now.
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segura

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Re: Weekly Design Contest #213: GREEN
« Reply #39 on: March 18, 2024, 03:37:36 pm »
+1

I like the idea a lot but it does not scale well with player count and the below the line stuff seems a bit too weak to go for TfB combos. Fortress stays in your deck and does something on play and is nice with e.g. Salvager but not crazy. Would I waste a $4 gain on a one-shot that I want to Remodel or Salvage or whatever? And if there are worthwhile TfB combos, well, the my opponent has also access to them and we got bootstrapping issues, nobody has an incentive to start the minigame.
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Re: Weekly Design Contest #213: GREEN
« Reply #40 on: March 18, 2024, 04:03:45 pm »
0

I like the idea a lot but it does not scale well with player count and the below the line stuff seems a bit too weak to go for TfB combos. Fortress stays in your deck and does something on play and is nice with e.g. Salvager but not crazy. Would I waste a $4 gain on a one-shot that I want to Remodel or Salvage or whatever? And if there are worthwhile TfB combos, well, the my opponent has also access to them and we got bootstrapping issues, nobody has an incentive to start the minigame.

This is very helpful feedback! Agreed on the player count issue and making this something players would actually want to gain if they're planning on trashing it in the first place. I tried taking a shot at revising the design, thanks for your thoughts.
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Re: Weekly Design Contest #213: GREEN
« Reply #41 on: March 18, 2024, 11:31:50 pm »
+5



Abbey
$6 - Victory
3VP
-
When you gain this, Exile your hand.

ref
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Re: Weekly Design Contest #213: GREEN
« Reply #42 on: March 19, 2024, 03:51:25 am »
0

Submissions close in approximately 24 hours
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Re: Weekly Design Contest #213: GREEN
« Reply #43 on: March 19, 2024, 04:31:07 am »
+2

I will do a first round of judgement tommorrow, where i pick my favorite cards, and then later this week i want to do a "kingdom review" of the finalists, where i randomly generate 3 kingdoms with 9 kingdom cards, and judge each finalist on how it contributes and affects the game in that kingdom.
1 kingdom will be without any other green cards.
1 kingdom will have one other green cards.
1 Kingdom will be maximally different from the other two.

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Re: Weekly Design Contest #213: GREEN
« Reply #44 on: March 19, 2024, 07:21:36 am »
+2

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Re: Weekly Design Contest #213: GREEN
« Reply #45 on: March 20, 2024, 04:24:54 am »
+8

SUBMISSIONS ARE CLOSED

i will try to get the first judgements today. i might not be able to do a fancy kingdom analysis, because my moms funeral is the 22nd march. She passed away from terminal cancer.
I still want to judge all your cards because this is a good hobby for me. Ifi can't due to grief, i will ask someone else to judge.
im sorry if im being way to personal here.
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Re: Weekly Design Contest #213: GREEN
« Reply #46 on: March 20, 2024, 10:06:30 am »
+4

I'm really sorry about your mom.

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Re: Weekly Design Contest #213: GREEN
« Reply #47 on: March 21, 2024, 04:55:49 am »
+2

working on making the judgements good. I wont be able to make a proper "kingdom analysis" judgement with the finalists.

It might be that im just unable to post something good. In that case i will just write the victor here
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Re: Weekly Design Contest #213: GREEN
« Reply #48 on: March 21, 2024, 09:23:26 am »
+5

THE JUDGEMENT IS HERE

District
Action - Victory - Duration, $4

Discard a card. At the start of your next turn, +2 Cards.
-
Worth 1% per 3 Action cards with +Card amounts in their text you have.


An interesting attempt to enable victory points from a specific vanilla action. For me it compares poorly to an existing Victory card, vineyard:
“Vineyard. Victory card, Costs 1 potion.
Worth 1 vp per 3 action cards you have (round down)”

I feel that the VP worth is too variable, and that if you ever have vineyard on the board that i would go for that instead.

My suggested changes:
make the card be worth 1 VP for each 3 instances of +1 card draw you have.
This would change its flavor and make it different enough from vineyard. This runs the risk of making it dominant on some boards, but feudom sorta already have that. It would make it very volatile in its potential value, but i kinda like that. would make it a unique victory card.

Fun factor: low
Theme: low
Balance: too weak
Score: 2/5


___________

Quote
Exclave - $5
Victory

Worth 2 VP per card on your Exclave mat that another player has more copies of than you.
-
When you gain this, gain an Action or Treasure onto your Exclave mat.
A victory cardwith an unique minigame.
My immediate thought looking at it is that i wish you would move an action or treasure you have in play unto your exclave mat. As is, Exclave mostly feels like keeping track of whatever cards the other player already has on their mat, and feels a bit uninteresting to me.
If you moved a card in play to the exclave mat, then you would need to on one hand decide whether you want to thin out bad cards like coppers, or want to move valuable cards that you might want to keep in your deck as a way to get much more VP.
This would also create a very unique interaction with some split piles, ruins and Loot.
Still, the minigame as currently is seems decently fun. And i like the theme.

Fun factor: medium
Theme: high
Balance: good
Score: 3.5/5


___________
:)
Quote
White Tree / Night Tree • Randomizer
This pile starts with as many copies of each card as players, but minimum three and maximum five. All copies of White Tree are are on top.
:)
Quote
White Tree • $4 • Action - Victory
+1 Card
+2 Actions

You may discard a Treasure for +1 Buy and +$1.
-
If a Supply pile, except Province, is empty, Worth 1VP.
:)
Quote
Night Tree • $5 • Action - Victory
+3 Cards
Discard a card and if it was an …
Action, +1 Action and +1 Card;
Victory, +1 Card.
-
Worth 1VP per empty Supply pile.
:)
[/font][/size][/color]
:)
[/quote]

A complete action victory split pile, which is something we havnt seen really. That is a bit exciting to me on it’s own.
White tree seems like a decent Village variant, if a bit stronger then the usual 4$ Village.
Night tree is easily my favorite here: A smithy/moat that can become a lab or a proper smithy. And if you discard white tree, then you get a cool effect.
i think, my math is pretty off today.
I like its VP criteria more then white tree, and given that the card is pretty strong, the low VP is good in my eye.
Fun factor: Good
Theme: Confusing, i dont understand it
Balance: Good
Score: 4/5


___________


Quote
Estuary | Victory | $4
2
-
When you gain this, set aside the top 2 cards of your deck. At the start of your next turn, put them in your hand.

One of my favorite cards from this contest, estuary is expedition put into a decent way to score VP. Its priced just right, and the way that you set aside card is very interesting. It interacts well with many types of cards and events. You could search and control your deck and then gain this as a way to “temporarly exile” bad cards or to get vital cards for next turn. Gainers can become a sort of +2 cards. And cards like shepherd would love this.
My only nitpick is whether when you gain this, you first gain this and THEN set aside the top 2 cards of your deck, or you set aside them first.

Well done

Fun factor: High
Theme: Great
Balance: great
Score: 5/5

FINALIST


___________
Haunted Manor
- Action Victory
+2 Cards and +2 Actions. Discard a Card.
---
1
In games using this, when any player gains a Victory card during their Buy phase, they put their hand onto their deck in any order.
An Inn/Lab variant of sorts.  Haunted woods is one of my more liked attacks in how it changes up games, and thus the below-line effect of this card is very interesting to me. The more irritating of haunted woods is less severe because of Haunted manors sifting ability. Keeping the effect to only the buy phase is probably a good decision.
And the fact that the effect is always active in the buy phase means that sometimes i will want to buy an estate or mill or something even when the game isn’t eneding, just so i can set up the perfect next turn.
Well done.

Fun factor:High
Theme:Great
Balance:Great
Score:5/5

Finalist



___________




Quote
Bamboo Forest (Action - Victory, $5)
Discard any number of Action cards from your hand. +$1 and +1 Villager per card discarded.
-
Worth 1% per 2 Action cards in your deck that have no +Action or +Villager amounts in their text (rounded down).
This card seems competently made and like it should be fun, but it just doesnt vibe with me for some reason.
The VP aspect is pretty unique, and its Action ability is good.
But i can’t explain why i don’t like it that much.
The only thing i can pin down is that the theme feels off: Bamboo forest as a name works for an Treasure-Victory card, but not for an Action-Victory card.

Fun factor: good
Theme:Medium
Balance:Good
Score:3.5
Fun factor:



________________________________
Note: my energy started to be very uneven at this point, and some of these judgements will be too brief and others more elaborated. im sorry if this is unfair

_________________________________
Forsaken Lands
Victory - $4
Worth 5VP if you have at least as many Curses as Forsaken Lands. Otherwise, worth 2VP.

Somewhat interesting and a way to shake up curse games.
This makes some attack cards very awkward though. which isnt necessarily bad, some games with charlatan makes it a bad idea to give your opponents any curses.
With the absence of cursers its hard to make this have an impact though.
I feel that it being worth 2Vp is just too good given its condition.
Ways to counteract this might be to make this an action card that gives you a curse (or otherwise coppers) and +1 Action +2 Cards.
And have it have 0 VP if the curse count isnt higher then forsaken lands. this might break the card though.
overall, it just doesnt seem that fun to me.

Fun factor:2/5
Theme: Good
Balance: ?
Score: 2.5/5


___________
Factory of Mass Production
Night/Victory 6$

Gain cards costing up to 4$ equal to the ammount of cards costing 5$ or more you gained this turn.
Worth 1 Per 4 Cards in your deck costing 4 or less.
My brain is a bit off rn but the wording of this confuses me. I think the second part “equal to the amounts of cards costing 5$ or more you gained this turn” works similarly to a card like treasure hunter? where you gain a silver for each card that was gained on the previous persons turn.
If so, thats interesting and i like it. But the wording can be improved.
The night element of this is cool, as we dont have a night victory card. The name of it is a bit weird.
The Vp part isnt as interesting as the rest of the card imo. It feels too similar to gardens.
This suggestion might be not the best, but maybe make it be “This card is worth 1Vp for each different $ card you have (not counting factory of mass production” (my intention there is to encourage cost variety. so if you have 1 0 Cost card and 2 2$ cards, then Factory of mass production would be worth 2 VP

Anyhow, this card has a lot of potential!
Fun factor:4/5
Theme:good
Balance:Good?
Score:3.5/ 5


___________
Depository - Victory -
Quote
Worth 1 per 4 Treasures you have (round down).
When you gain or trash this, +2 Buys.
Cache but as a victory card. This one falls a bit flat for me, as The VP part is very specific for treasures and a worse gardens. The +Buy part is cool.
I think this might benefit from being a Treasure-Victory card, and modifying its effects.
1 vp for for 3 Treasure cards might be better.
Personally, i would prefer seeing marchlands on the board as its on buy is more interesting then this. Sorry for the harshness.

Fun factor: 2/5
Theme: 4/5
Balance:?
Score: 2/5


___________
Quote
Rubber Duchy
$4 - Victory
2VP.
-
When you trash this, discard it for +1 VP.
Cards that can't really be trashed are fun.

Quote
Rubber Duke
$4 - Victory - Reaction
2VP if you have at least 2 Rubber Duchies (Otherwise, worth 0VP).
-
When you discard a Rubber Duchy either from your hand or by trashing it, you may discard this for +2 Cards.
Setup: Replace the Duchies with Rubber Duchies.
replacing the duchys with alternative oness is interesting. But the “when you trash this, discard it for +1VP” seems to me to encourage dragging the game out.
Rubber dukes react is interesting and i like it.
Fun factor:good
Theme:good-ish? rubber doesnt fit dominion imo
Balance: potentially too strong
Score:3/5


___________


Plains
Victory - $4
1 VP
-
When you gain this, gain a non-Victory card costing up to $6.

Simple and seems fun. You clog your deck with a weak vp card in exchange for a better card. Openings with this would be very varied. And many 6 cost cards would be immediately available with this card on the field, which i like.
The fact that there are a limited amount of these also limits the gaining bonkerness.
as a side note: yes this combos in a crazy way with border village, but those combos can be very fun. and the game wouldnt be dragged out with that on the table, so its actually a plus in my book.
Only complaint is that the theme feels a bit off to me, i dont see how a plain would gain you other cards.
Fun factor:5
Theme:mid
Balance: Good
Score:4.5

Finalist


___________

This seems like a competently made card, and in a way its very similar to a curse.
But it just seems to break the spirit of dominion to me. In a multiplayer game, this would be political, and i also just never liked embassys “each othe player gains a silver effect”.
So i might be biased, but this just isn’t something i would want to play with.
It isn’t badly balanced or anything like that.
Fun factor: 2/ 5
Theme: Great
Balance: good
Score: 2 /5


____________


Note: The Woods pile has 20 cards, regardless of number of players.
This one makes me excited when i see it. It can be a decent amount of VP on its own, and obviously it clogs the deck. But its ability to self exile is cool, and can mean that sometimes you can gain a not completely optimal victory card without clogging your deck further, gaining you vp.
This makes many kingdom victory cards feel different. Those mills might not be as attractive anymore. but maybe you want to get a farm since you already have a woods in your hand, and it better then getting a gold?
This just makes games very varied.
i like it.
Fun factor: High
Theme: Great
Balance: great
Score:5 / 5


___________

Quote
Attic $3 Victory
Worth 2 VP if you have more Silvers than other Treasures totaled.
---
When you gain this in your Buy phase, Exile a card you have in play and a copy of it from the Supply.
Seems in a way interesting, but also i might just prefer to have feudom in the kingdom.
its “when gained in buy phase” is the interesting part, and makes it behave in a similar way to camel train.
Only question is how it interacts with duration cards: maybe make it not be able to exile those?

Fun factor:3.5
Theme:good
Balance:good
Score: 3.5


___________
Second Draft

Victory - $3

Worth 1% per 10 cards in the Trash (round down).
-
When you trash this card, the card that trashes it treats its cost as $6. Then, each other player gains a copy of this card.
The Vp aspect just feels kinda weird with how it treats the trashmat, and you have no way to know if this can do something cause there might not be trash on this kingdom.
Tomb has a similar problem but it doesnt take up space, and its more immediate.
the bottom bit feels weird to me.
Apologies for being so harsh here. Please continue to make more cards and experiment. Even donald, Dominions maker, has made plenty of bad cards (and some that are on my ban lists.)
Fun factor:1
Theme: ?
Balance: ok
Score: 1 /5


___________


Abbey
$6 - Victory
3VP
-
When you gain this, Exile your hand.

ref
Banish as a duchy! I dunno what else to say, seems decently fun. If a bit too dominating in its bottom text part.
Fun factor:4-5
Theme:5-5
Balance:too good maybe
Score:4 /5


____________________


Quote
Monkstead -- Action/Victory -- 5$

Trash a card from your hand.
-
Worth 7VP if you have exactly 7 Victory cards in your deck (otherwise worth 0VP).
This is a neat one! Monkstead can be  better then provinces, but only if you have a very specific amount of victory cards. The action part of the card compliments its VP condition well, as if you wernt able to get rid of estates, this would just be so weak.
Most Victory cards wants you to have as many as possible for the VP effect, but this one feels very different because of its condition. I like the little conflict.
7 VP if there are 7 Victory cards in deck also just feels nice in multiple ways: It matches other “lucky” cards like leprechaun.
Doing some math, having 7 Monksteads gives you 49VP, while having 8 provinces gives you 48 vp. But since you can keep 3 estates with the provinces, the province person wins out.
So one has to do fairly exact planning to make this card work.
This is very much a card i would like to see in dominion.

Fun factor:5 /5
Theme: Great
Balance: great
Score: 5

finalist

_______________

FINALISTS
  • Estuary by anordinaryman
  • plains by Augie279
  • Monkstead by silverspawn
[/size]

WINNER: Estuary by anordinaryman
Runner up: Monkstead by silverspawn
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Ethan

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Re: Weekly Design Contest #213: GREEN
« Reply #49 on: March 21, 2024, 09:53:54 am »
+3

Good judgement.
My only nitpick is whether when you gain this, you first gain this and THEN set aside the top 2 cards of your deck, or you set aside them first.
I think it's the former way according to the when-gain rule?
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Re: Weekly Design Contest #213: GREEN
« Reply #50 on: March 21, 2024, 10:11:13 am »
+1



Quote
Monkstead -- Action/Victory -- 5$

Trash a card from your hand.
-
Worth 7VP if you have exactly 7 Victory cards in your deck (otherwise worth 0VP).
I've been thinking about this, and I like the concept, but I wonder if it's actually interesting to play. What even are the use cases for this?

The big one is megaturns. Your opponent has a 6-Province lead, and this gives go the chance to grab lots of VP for the win. Well that's fine, but it's not really using anything special about the design, it's just a way to convert your deck power into VP. So here it's useful, but not interesting.

And otherwise? As your main VP source, this only works if you can end the game somehow. The thing is: If you can end the game, so can your opponent. And you're boxing yourself in quite significantly with Monksteads. I'm not sure that Monkstead as a win condition works unless you can get them in like 1-2 turns, and that's already basically the megaturn scenario.

The final use case is late-game pressure. You can just go for one of these over Duchy or even Province for the extra VP, but it will bite you if the Duchy dancing goes on for longer. This is actually some nice nuance and interesting decision making. So the card is not terrible, I just wish it had some more interesting use cases.
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Re: Weekly Design Contest #213: GREEN
« Reply #51 on: March 21, 2024, 12:11:29 pm »
+1

... As your main VP source, this only works if you can end the game somehow. The thing is: If you can end the game, so can your opponent. And you're boxing yourself in quite significantly with Monksteads. I'm not sure that Monkstead as a win condition works unless you can get them in like 1-2 turns, and that's already basically the megaturn scenario.

In a two-player game, if one player gets 7 Monksteads, they can use one Monkstead to trash another one, and then gain the last Monkstead to empty its pile (while their opponent won't have that option unless they can surmount the 49 VP from the 7 Monksteads). But I share your general concern that the most common scenario is that Monkstead will be too slow to be worth gaining.
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Re: Weekly Design Contest #213: GREEN
« Reply #52 on: March 21, 2024, 01:54:05 pm »
+1

GGs! Maybe I'll get the chance to judge again eventually, who knows.

Only complaint is that the theme feels a bit off to me, i dont see how a plain would gain you other cards.

Thought was that it's a lot easier to build things if the land is available. American expansionism and all. Probably could've come up with a better theme, but I don't make cards too often for the theme anyway.
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Re: Weekly Design Contest #213: GREEN
« Reply #53 on: March 21, 2024, 02:00:52 pm »
+2

GGs! Maybe I'll get the chance to judge again eventually, who knows.

Only complaint is that the theme feels a bit off to me, i dont see how a plain would gain you other cards.

Thought was that it's a lot easier to build things if the land is available. American expansionism and all. Probably could've come up with a better theme, but I don't make cards too often for the theme anyway.

the finalists were all pretty close to each other.
My bias for shepherd ended up making estuary the winner, but all of them were worthy
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Re: Weekly Design Contest #213: GREEN
« Reply #54 on: March 21, 2024, 04:09:10 pm »
+1

GGs! Maybe I'll get the chance to judge again eventually, who knows.

Only complaint is that the theme feels a bit off to me, i dont see how a plain would gain you other cards.

Thought was that it's a lot easier to build things if the land is available. American expansionism and all. Probably could've come up with a better theme, but I don't make cards too often for the theme anyway.

I kinda like the name "Hill"
You find a nice hill foundation, and build something on it!
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Re: Weekly Design Contest #213: GREEN
« Reply #55 on: March 21, 2024, 05:59:20 pm »
+4

Thank you for the judging. I’m very sorry for your loss and wishing you comfort and ease whenever possible in the coming days.

I’ll have a new contest in in the next few days.

Also, I reallllly liked monkstead.
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Re: Weekly Design Contest #213: GREEN
« Reply #56 on: March 22, 2024, 09:56:36 am »
+4

Thank you for the gift of such a thorough judgment at a difficult time. Condolences for your loss, thank you again for the feedback and for pouring into us and this hobby.
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Re: Weekly Design Contest #213: GREEN
« Reply #57 on: March 22, 2024, 11:34:49 am »
+4

Thank you for the gift of such a thorough judgment at a difficult time. Condolences for your loss, thank you again for the feedback and for pouring into us and this hobby.

Thank you

It was a bit healing to judge and be thorough. It took a lot of energy but it was nice

And thank you. Im happy that people like my judging :)
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