Lithograph - Action Duration, $5 cost.
Gain 3 Silvers.
At the start of each of your turns for the rest of the game, you may trash a Silver from your hand for +2 Cards, +1 Buy and + $2.
(This stays in play.)
Magnate (Action-Duration, $5)Is it intentional that you only ever want to play one of these? Because it seems in that case it would make more sense as a Project.
At the start of each of your turns, if you have no Debt tokens, +2 Cards, +1 Buy and take two Debt tokens.
(This remains in play.)
A perma-Wharf that only functions if you can keep on top of your Debt.
I really like the idea of this Weekly Contest.
This is my submission:
(https://www.zupimages.net/up/21/13/bemq.png)
I don't know if "courtyard of miracle" is an international reference so if nobody have it and if it's problematic, I could change the name.
Don't hesitate to notice me if you have a problem with the cost, I think $4 is too strong but I've hesitate to put it at $6 (or, why not, ad debs cost)
This is one of the return I had on discord; we notice a synergy with counting house, gardens, Duke, guildhall, maybe tower,I really like the idea of this Weekly Contest.
This is my submission:
(https://www.zupimages.net/up/21/13/bemq.png)
I don't know if "courtyard of miracle" is an international reference so if nobody have it and if it's problematic, I could change the name.
Don't hesitate to notice me if you have a problem with the cost, I think $4 is too strong but I've hesitate to put it at $6 (or, why not, ad debs cost)
I don't know the reference, but I don't think that's an issue, it's a cool-sounding name anyways. My only concern is that in most games I'm not sure why you'd ever *want* to buy this. I can certainly think of some card combos that would benefit from this, but it seems like most of the time this would just end up self-junking. You usually want to get rid of Coppers, not gain them
EDIT: Modified this, see below for new versionArchbishop
Action-Duration
$6
At the start of each of your turns for the rest of the game, if you have not trashed a card that turn, you may trash a card from your hand.
-
While this is in play, when you trash a card, +1VP
(This stays in play)
This is one of the return I had on discord; we notice a synergy with counting house, gardens, Duke, guildhall, maybe tower,I really like the idea of this Weekly Contest.
This is my submission:
(https://www.zupimages.net/up/21/13/bemq.png)
I don't know if "courtyard of miracle" is an international reference so if nobody have it and if it's problematic, I could change the name.
Don't hesitate to notice me if you have a problem with the cost, I think $4 is too strong but I've hesitate to put it at $6 (or, why not, ad debs cost)
I don't know the reference, but I don't think that's an issue, it's a cool-sounding name anyways. My only concern is that in most games I'm not sure why you'd ever *want* to buy this. I can certainly think of some card combos that would benefit from this, but it seems like most of the time this would just end up self-junking. You usually want to get rid of Coppers, not gain them
all cards that give things for trashing treasure (moneylender/ Spice merchant) or force you to trash (trade route; junk dealer; rats; Cathedral)
The main probelm was here:
Tha card bring you to a deck density of 1 so you have around $6 per turn (where you can esaly buy more of them).
With at least 3 of these, it's a Province each turn. When we saw cards like Duke or Garden that are played because they make value with junk; it was hard to say if it's a bad plan or not...
Btw, the card's name could sound good but don't have the reference reduce the card's flavour to nearly nothing: Why something called a "courtyard of miracle" give you Copper?
(https://i.imgur.com/I8BpSaE.png)I'll probably say it seem too strong at $6 because trashing and +1vp each turn seem stronger than hierling's +1 cards.QuoteArchbishopAllows you to trash for benefit at the start of each of your turns. The benefit doesn't scale, though, it's a fixed 1 VP per Archbishop in play. Also, even if you have multiple Archbishops in play, you can still only trash one card. I put that restriction on there because otherwise it would be broken with multiple Archbishops. It would be especially broken with Changeling, since Changeling would make it really easy to gain copies once you bought the first one. Without that restriction you could end up with a situation where you have 5 Archbishops in play and the most sensible strategy would be to simply trash your starting hand every turn for +25 VP (5 cards * 5 VP each) until you've trashed everything, then spend the rest of the game buying a Copper each turn to trash on the next for +5VP! Or worse, if you had extra buys, you could buy multiple Coppers. Imagine a "golden deck" consisting of 2 Markets and 3 Coppers. Trash the 3 Coppers for 15 VP, then play the two Markets, buy 3 Coppers and repeat the next turn. Truly awful! I had also considered instead putting "other than with this" on the while-in-play clause, but then that would restrict the trashing for benefit to kingdoms that have at least one other trasher. So, this way you can still get +1VP per Archbishop in play by trashing a card at the start of your turn even if there are no other trashers. But you can't go crazy and trash a bunch of cards each turn without some other trashers
Action-Duration
$6
At the start of each of your turns for the rest of the game, if you have not trashed a card that turn, you may trash a card from your hand.
-
While this is in play, when you trash a card, +1VP
(This stays in play)
The cost is something I kept going back and forth on. It's basically an improved Cathedral - the trashing is optional so you're never forced to trash a good card, and you get VP out of it, although you do have to wait for the card to get shuffled and drawn. Does it seem balanced at $6?
Mummer's Farce
Night/Duration - $5
+5 Villagers
+5 Coffers
At the start of each of your turns for the rest of the game, lose a Villager or Coffers.
(This stays in play.)
(https://i.imgur.com/I8BpSaE.png)I'll probably say it seem too strong at $6 because trashing and +1vp each turn seem stronger than hierling's +1 cards.QuoteArchbishopAllows you to trash for benefit at the start of each of your turns. The benefit doesn't scale, though, it's a fixed 1 VP per Archbishop in play. Also, even if you have multiple Archbishops in play, you can still only trash one card. I put that restriction on there because otherwise it would be broken with multiple Archbishops. It would be especially broken with Changeling, since Changeling would make it really easy to gain copies once you bought the first one. Without that restriction you could end up with a situation where you have 5 Archbishops in play and the most sensible strategy would be to simply trash your starting hand every turn for +25 VP (5 cards * 5 VP each) until you've trashed everything, then spend the rest of the game buying a Copper each turn to trash on the next for +5VP! Or worse, if you had extra buys, you could buy multiple Coppers. Imagine a "golden deck" consisting of 2 Markets and 3 Coppers. Trash the 3 Coppers for 15 VP, then play the two Markets, buy 3 Coppers and repeat the next turn. Truly awful! I had also considered instead putting "other than with this" on the while-in-play clause, but then that would restrict the trashing for benefit to kingdoms that have at least one other trasher. So, this way you can still get +1VP per Archbishop in play by trashing a card at the start of your turn even if there are no other trashers. But you can't go crazy and trash a bunch of cards each turn without some other trashers
Action-Duration
$6
At the start of each of your turns for the rest of the game, if you have not trashed a card that turn, you may trash a card from your hand.
-
While this is in play, when you trash a card, +1VP
(This stays in play)
The cost is something I kept going back and forth on. It's basically an improved Cathedral - the trashing is optional so you're never forced to trash a good card, and you get VP out of it, although you do have to wait for the card to get shuffled and drawn. Does it seem balanced at $6?
A way to balance could be: make the vp conditional
for example: "when you trash a card that cost $3 or more: +1vp" the 3 is juts here for the example. This change can also allow you to get rid of the "one trash per turn" condition if the amount of require $ is hight enough.
Mummer's Farce
Night/Duration - $5
+5 Villagers
+5 Coffers
At the start of each of your turns for the rest of the game, lose a Villager or Coffers.
(This stays in play.)
Well, Candelstick Maker says +1 Coffers. It's only used in plural form from what I know, similar to Ruins.Mummer's Farce
Night/Duration - $5
+5 Villagers
+5 Coffers
At the start of each of your turns for the rest of the game, lose a Villager or Coffers.
(This stays in play.)
Very cool.
... but it should be 'Village or Coffer' (singular), right?
It should be "one Villager or one Coffers"Mummer's Farce
Night/Duration - $5
+5 Villagers
+5 Coffers
At the start of each of your turns for the rest of the game, lose a Villager or Coffers.
(This stays in play.)
Very cool.
... but it should be 'Village or Coffer' (singular), right?
(https://i.imgur.com/I8BpSaE.png)Perhaps it could only work on victory cards, or something to that extent. That would make it different from Cathedral, would reduce the amount of VP it could gain, and would make it less swingy by means of being cheaper.
(https://i.ibb.co/T21Tmt7/Goods.png) | (https://i.ibb.co/DRVWq64/Fruiterer.png) | | Notes Goods is a non-Supply card that comes in a pile of 30 copies. Goods interacts with cards that have the Vendor type, like Fruiterer. This connection allows designing different Vendor cards and justifies the large number of Goods (if that would ever be printed). A player’s Fruiterer can gain Goods for free as long as they haven’t any Goods in play yet. If a player has more than 4 Goods in play, their Fruiterer can only receive each of the 4 options once per play. The sole purpose of excess Goods is to have more of them in play than the other players, which gives them a Horse, if that is the case. “Patience is bitter, but its fruit is sweet.” - Aristotle "Sometimes, fruits are bitter." - gambit05 |
Goods (http://wiki.dominionstrategy.com/images/thumb/a/ae/Coin0star.png/16px-Coin0star.png) – Action – Duration Quote
| Fruiterer (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) – Action - Vendor Quote
|
Do you know if we can participate more than once per Contest?
Because this one is verry inspiring...
I'll probably say it seem too strong at $6 because trashing and +1vp each turn seem stronger than hierling's +1 cards.
A way to balance could be: make the vp conditional
for example: "when you trash a card that cost $3 or more: +1vp" the 3 is juts here for the example. This change can also allow you to get rid of the "one trash per turn" condition if the amount of require $ is hight enough.
Oh, that's a good suggestion! So you can still use it to get rid of junk like Coppers and Estates (and Curses if there's any Cursers in the game), but you wouldn't be getting the VP for those. Fortress would still make a really strong combo even with that restriction, but that's one specific card combination
(https://abload.de/img/secret_stashibkzn.png)
FAQ: Once played, Secret Stash stays in play for the rest of the game. The turn you play it, you take the top three cards of your deck (shuffling if necessary) and put them under Secret Stash. At the start of each subsequent turn you will trade a card from your hand for one under Secret Stash (this is mandatory). You will do this by setting aside a card from your hand; putting a card from under Secret Stash into your hand; and then putting the set-aside card under Secret Stash. This is done in this manner so that you cannot exchange a card for itself. You may look at the cards under Secret Stash whenever you like, but other players cannot. If you play multiple Secret Stashes (or one Secret Stash multiple times, for example, via Throne Room), you will set aside multiple batches of three cards – each batch will be kept separate and, at the start of each turn, you may decide in what order to resolve them. At the end of the game, include the cards under Secret Stash in your deck when scoring.
Magnate (Action-Duration, $5)Is it intentional that you only ever want to play one of these? Because it seems in that case it would make more sense as a Project.
At the start of each of your turns, if you have no Debt tokens, +2 Cards, +1 Buy and take two Debt tokens.
(This remains in play.)
A perma-Wharf that only functions if you can keep on top of your Debt.
Maybe? I think I like the balance with it only giving draw if you have no Debt, so it's not too bonkers with no-buy engines. But it would be good if they could still be stacked. Not sure there's a good wording for it. A somewhat awkward solution would beMagnate (Action-Duration, $5)Is it intentional that you only ever want to play one of these? Because it seems in that case it would make more sense as a Project.
At the start of each of your turns, if you have no Debt tokens, +2 Cards, +1 Buy and take two Debt tokens.
(This remains in play.)
A perma-Wharf that only functions if you can keep on top of your Debt.
Would it work better if it always gave you the draw, buy and Debt tokens, regardless of if you have Debt?
Alchemical Factory
$6
Action - Duration
At the start of your turn, you may trash a card from your hand. If you do, you may gain a different card to your hand, costing up to $1 more than it.
(This stays in play)
Trashing coppers is a potential use, but probably not the best one. Overpowered with Fortress, but that’s true of many trash-for-benefit cards and this is costly enough that you won’t get the super fast pile-outs seen with Upgrade-Fortress. The "different card" wording prevents Province--> Province like with Transmogrify.
Salt Mine • $5 • Action - Duration
At the start of your turn, trash the top card of your deck. You may gain a copy of the trashed card.
(This stays in play)
(https://trello-attachments.s3.amazonaws.com/5d34c84e360a440d0d16278b/606a0580e8fdc080dfef6c3f/e5118d3978e734176c3682f0d97edb29/image.png)Isn't this for the most part better than Hireling? Granted, it sucks when piles start to run out but in the early game it's a Hireling+ for $5.QuoteSalt Mine • $5 • Action - Duration
At the start of your turn, trash the top card of your deck. You may gain a copy of the trashed card to your hand.
(This stays in play)
Salt the Earth or just general deck-cleaning. Get a bunch to do a 3pile.
(https://i.imgur.com/UqZeI7q.png)
It's a Haven/Save effect each turn, written in a slightly non-conventional way because all the alternative wordings sucked.
(https://i.imgur.com/FakzspK.png)"If that card" - which card, the one set under Chamber or the one taken out? Regardless, for accountability that card should be revealed to the other players.
Haven and Sacrafice had a baby, and it became this!
Edit: Wording changes per Shaels and Annie administrator suggestion
(https://i.imgur.com/aUbBeRy.png)
Just to clarify, this is effectively to put an unused Action or Treasure card from your hand into your next hand?Yeah you'd have 6 cards the next turn. You can also use it to keep victory cards out of your deck.
So, do you still draw 5 cards at the end of turn and end up with 6? Or do you draw until you have 5?
Kinsman - $4
Action - Duration
At the start of each of your turns for the rest of the game, you may discard a card for +1 Card. If you discard a copy of this, choose one: +1 Action; or +1 Coffers; or gain a Horse.
(This stays in play)
Would also work really well with cards that you want to line up with other cards, like Treasure Map with another Treasure MapJust to clarify, this is effectively to put an unused Action or Treasure card from your hand into your next hand?Yeah you'd have 6 cards the next turn. You can also use it to keep victory cards out of your deck.
So, do you still draw 5 cards at the end of turn and end up with 6? Or do you draw until you have 5?
(https://live.staticflickr.com/65535/51095680413_6ecc4fe5da_b.jpg)QuoteKinsman - $4
Action - Duration
At the start of each of your turns for the rest of the game, you may discard a card for +1 Card. If you discard a copy of this, choose one: +1 Action; or +1 Coffers; or gain a Horse.
(This stays in play)
A permanent sifter that is better if you have additional copies to discard to it. Not sure about the price, but $4 seems reasonable.
(https://live.staticflickr.com/65535/51095680413_6ecc4fe5da_b.jpg)QuoteKinsman - $4
Action - Duration
At the start of each of your turns for the rest of the game, you may discard a card for +1 Card. If you discard a copy of this, choose one: +1 Action; or +1 Coffers; or gain a Horse.
(This stays in play)
A permanent sifter that is better if you have additional copies to discard to it. Not sure about the price, but $4 seems reasonable.
Sounds like a fair price to me. It would be useful to have, especially once you start greening, but not too terribly strong. Though, I think it would usually be more advantageous to play extra copies rather than discarding extra copies to it
(https://trello-attachments.s3.amazonaws.com/5d34c84e360a440d0d16278b/606a0580e8fdc080dfef6c3f/e5118d3978e734176c3682f0d97edb29/image.png)Isn't this for the most part better than Hireling? Granted, it sucks when piles start to run out but in the early game it's a Hireling+ for $5.QuoteSalt Mine • $5 • Action - Duration
At the start of your turn, trash the top card of your deck. You may gain a copy of the trashed card to your hand.
(This stays in play)
Salt the Earth or just general deck-cleaning. Get a bunch to do a 3pile.
(https://trello-attachments.s3.amazonaws.com/5d34c84e360a440d0d16278b/606a0580e8fdc080dfef6c3f/e5118d3978e734176c3682f0d97edb29/image.png)QuoteSalt Mine • $5 • Action - Duration
At the start of your turn, trash the top card of your deck. You may gain a copy of the trashed card to your hand.
(This stays in play)
Salt the Earth or just general deck-cleaning. Get a bunch to do a 3pile.
Isn't this for the most part better than Hireling? Granted, it sucks when piles start to run out but in the early game it's a Hireling+ for $5.
Not when it hits green (and inadvertently thins the provinces). Or when it hits junk. It's also different in Necromancer games. Think I should drop the "to your hand" part?
Voyage | Night - Duration | $4
If this is the first time you played a Voyage this turn, and the previous turn wasn't yours, then take an extra turn after this one. At the start of each of your turns for the rest of the game: gain a Copper.
(This stays in play.)
-
This is gained to your hand (instead of your discard pile)
Voyage | Night - Duration | $4
If the previous turn wasn't yours, then take an extra turn after this one. At the start of each of your turns for the rest of the game: gain a Copper.
(This stays in play.)
-
This is gained to your hand (instead of your discard pile)
(https://files.coding4.coffee/selif/wsoi7h1s.png)QuoteVoyage | Night - Duration | $4
If the previous turn wasn't yours, then take an extra turn after this one. At the start of each of your turns for the rest of the game: gain a Copper.
(This stays in play.)
-
This is gained to your hand (instead of your discard pile)
Each one you gain ends up junking your deck more and more. Maybe you can handle a copper a turn, especially towards the end of the game. Not too many decks can handle gaining 5 coppers each turn.
Trash in play essentially a multi-use seize the day and I'm okay with that.
(https://files.coding4.coffee/selif/wsoi7h1s.png)Sweet design..
(https://files.coding4.coffee/selif/wsoi7h1s.png)QuoteVoyage | Night - Duration | $4
If the previous turn wasn't yours, then take an extra turn after this one. At the start of each of your turns for the rest of the game: gain a Copper.
(This stays in play.)
-
This is gained to your hand (instead of your discard pile)
Each one you gain ends up junking your deck more and more. Maybe you can handle a copper a turn, especially towards the end of the game. Not too many decks can handle gaining 5 coppers each turn.
Trash in play essentially a multi-use seize the day and I'm okay with that.
(https://files.coding4.coffee/selif/wsoi7h1s.png)QuoteVoyage | Night - Duration | $4
If the previous turn wasn't yours, then take an extra turn after this one. At the start of each of your turns for the rest of the game: gain a Copper.
(This stays in play.)
-
This is gained to your hand (instead of your discard pile)
Each one you gain ends up junking your deck more and more. Maybe you can handle a copper a turn, especially towards the end of the game. Not too many decks can handle gaining 5 coppers each turn.
Trash in play essentially a multi-use seize the day and I'm okay with that.
(https://i.imgur.com/bBjnwjf.png)
This is an old one.
It uses the Season mechanic (http://forum.dominionstrategy.com/index.php?topic=14570.0) to scale well. First I wanted to do this as an Event but you gotta track the Debt anyway. Furthermore an Event or a hand-gaining Night or a "play this when you gain it" (an idea I briefly considered) are too automatic in the endgame, you simply go for them if you cannot hit $8 in one of the latest turns in order to reach it next turn.
Interaction and fun: The card should look like it will be fun to play with. It should interact well with existing cards, mechanics, and strategies (use only official mechanics - not additional fan mechanics). It should be fun to play with 2 players or with 4 (or even 6).
My Submission:
(https://i.ibb.co/T21Tmt7/Goods.png) (https://i.ibb.co/DRVWq64/Fruiterer.png)
Notes
Goods is a non-Supply card that comes in a pile of 30 copies.
Goods interacts with cards that have the Vendor type, like Fruiterer. This connection allows designing different Vendor cards and justifies the large number of Goods (if that would ever be printed).
A player’s Fruiterer can gain Goods for free as long as they haven’t any Goods in play yet.
If a player has more than 4 Goods in play, their Fruiterer can only receive each of the 4 options once per play. The sole purpose of excess Goods is to have more of them in play than the other players, which gives them a Horse, if that is the case.
“Patience is bitter, but its fruit is sweet.” - Aristotle
Goods
(http://wiki.dominionstrategy.com/images/thumb/a/ae/Coin0star.png/16px-Coin0star.png) – Action – DurationQuote
When you play a Vendor,
choose a different option for
each Goods you have in play:
+1 Card; +1 Action;
+1 Coffers; +1 Buy.
(This stays in play. This is
not in the Supply.) Fruiterer
(http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) – Action - VendorQuote
+1 Action
You may gain a Goods.
If you did and you have
Goods in play, take (http://wiki.dominionstrategy.com/images/thumb/4/43/Debt1.png/18px-Debt1.png).
If you have more Goods
in play than any other
player, gain a Horse.
Since seeing this post 2 days ago, I have wavered back and forth a few times as to whether this uses existing mechanics or fan mechanics. It parallels Looters (which I would call a specific new mechanic because it has a separate Type with new, specific rules that were added), but also parallels cards which use Horses (a 30-card non-supply pile, and these cards would not be a new mechanic because no extra rules are needed - if a card says it can gain a Horse, then Horses are put on the table, just like other non-supply piles like Spirits in Nocturne, or Hermit/Madman interaction).
Even typing this out, I have flipped back and forth a few times. I started writing this thinking I would disqualify the entry since it parallels Looters too closely (having the new Type). But then I realized you could just drop the "Vendor" Type, and have Goods work just like "Horses". But then the Goods card specifically requires the new Type... I'm so confused about where I land on this!
Let's put it this way... as currently designed, I will say the submission is not valid. But for the purposes of this contest, if you consider that Goods is not a generic non-supply pile that can interact with many other (not yet designed) Vendor cards, but instead consider it is specifically tied with Fruiterer, you would make the following changes - remove the Vendor type from Fruiterer, and change Goods to say "when you play a Fruiterer" (instead of "play a Vendor"), then it can be acceptable. Fair enough?
(https://trello-attachments.s3.amazonaws.com/5d34c84e360a440d0d16278b/606a0580e8fdc080dfef6c3f/e5118d3978e734176c3682f0d97edb29/image.png)QuoteSalt Mine • $5 • Action - Duration
At the start of your turn, trash the top card of your deck. You may gain a copy of the trashed card to your hand.
(This stays in play)
Salt the Earth or just general deck-cleaning. Get a bunch to do a 3pile.
Isn't this for the most part better than Hireling? Granted, it sucks when piles start to run out but in the early game it's a Hireling+ for $5.
Not when it hits green (and inadvertently thins the provinces). Or when it hits junk. It's also different in Necromancer games. Think I should drop the "to your hand" part?
Yes I do believe this is (almost) strictly better than hireling. It's virtually: "+1 Card and either trash the drawn card or a copy of the drawn card from the supply". So, excluding times when the pile for the drawn card is empty, it's always a hireling+. This needs to be more than 6 if it gains to hand. I'd say drop the to your hand part.
That is a fair criticism. I was unsure of the rewards for discarding a Kinsman were good enough. Do you think a buff is warranted? Would +2 Actions, +2 Coffers, or +2 Horses be too good?
(https://i.ibb.co/PcgXY5C/Tax-Collector.png)gotta put a
I didn't manage to get the tool to write 'this stays in play' in italics. I assume it's supposed to happen automatically, but it didn't.
[i]
in front of it
Voyage | Night - Duration | $4
If this is the first time you played a Voyage this turn, and the previous turn wasn't yours, then take an extra turn after this one. At the start of each of your turns for the rest of the game: gain a Copper.
(This stays in play.)
-
This is gained to your hand (instead of your discard pile)
(https://files.coding4.coffee/selif/wsoi7h1s.png)Sweet design..
This is a pedantic point, but you likely want "Once per turn" on it. Otherwise you can activate multiple on the same turn, and take several turns after.
(https://files.coding4.coffee/selif/wsoi7h1s.png)QuoteVoyage | Night - Duration | $4
If the previous turn wasn't yours, then take an extra turn after this one. At the start of each of your turns for the rest of the game: gain a Copper.
(This stays in play.)
-
This is gained to your hand (instead of your discard pile)
Each one you gain ends up junking your deck more and more. Maybe you can handle a copper a turn, especially towards the end of the game. Not too many decks can handle gaining 5 coppers each turn.
Trash in play essentially a multi-use seize the day and I'm okay with that.
Voyage/Gardens would likely be a very strong combo, sounds fun... :D
BTW, is Voyage discarded when the Copper pile is empty?
(https://files.coding4.coffee/selif/wsoi7h1s.png)QuoteVoyage | Night - Duration | $4
If the previous turn wasn't yours, then take an extra turn after this one. At the start of each of your turns for the rest of the game: gain a Copper.
(This stays in play.)
-
This is gained to your hand (instead of your discard pile)
Each one you gain ends up junking your deck more and more. Maybe you can handle a copper a turn, especially towards the end of the game. Not too many decks can handle gaining 5 coppers each turn.
Trash in play essentially a multi-use seize the day and I'm okay with that.
I feel like it could cost more. You probably won’t be buying this early in the game anyway. Late in the game, the junking probably isn’t too detrimental and this would almost be like Seize the Day without the once per game limitation.
Here is my submission
(https://i.imgur.com/qRBU9X3.png)
Feedback welcome
Here is my submissionI assume the +card, action, buy are for the turn you play it, then the rest is each turn for the rest of the game. Check Hireling or Champion for wording to make it more clear.
(https://i.imgur.com/qRBU9X3.png)
Feedback welcome
Here is my submission
(https://i.imgur.com/qRBU9X3.png)
Feedback welcome
Gentleman
cost $5 - Action - Attack - Duration
At the start of each of your turns for the rest of the game: gain a Silver to your hand, and each other player gains a Copper to their hand.
$5 - Night-Duration
For the rest of the game, if you have no Treasures in play at the start of your Night phase, +1VP and gain a card costing up to $4.
(This stays in play.)
(https://i.imgur.com/dTy95Lo.png)Quote from: Elvenworks$5 - Night-Duration
If you have no Treasures in play, +1VP and gain a card costing up to $4.
(This stays in play.)
Elvenworks is basically like Alms with alt-VP.
(https://i.imgur.com/dTy95Lo.png)Quote from: Elvenworks$5 - Night-Duration
If you have no Treasures in play, +1VP and gain a card costing up to $4.
(This stays in play.)
Elvenworks is basically like Alms with alt-VP.
It stays in play. But what occurs each turn? What does it check for, and when? Start of turn? Start of Night Phase?
How does this look?Here is my submission
(https://i.imgur.com/qRBU9X3.png)
Feedback welcome
I think this does need to say "At the start of each of your turns for the rest of the game" like hireling. As it is written, (if it didn't have the parenthetical) then the copper effect would never activate. A duration card only stays out for as long as the effect on the card instructs it to, and the turn you play it, the start of turn has already passed.
Poet $5 – Action – Duration Quote
|
(https://i.imgur.com/xe170dCh.png) | Quote from: Almoner ALMONER -- $4 |
(https://i.ibb.co/qxLbs5t/Tax-Collector.png)I didn't manage to get the tool to write 'this stays in play' in italics. I assume it's supposed to happen automatically, but it didn't.:)
(https://i.imgur.com/FakzspK.png)
Haven and Sacrafice had a baby, and it became this!
Edit: Wording changes per Shaels and Annie administrator suggestion
(https://i.imgur.com/aUbBeRy.png)
Edit 2: Wording changes to make it clearer.
(https://i.imgur.com/HapNKqG.png)
(https://i.imgur.com/FakzspK.png)
Haven and Sacrafice had a baby, and it became this!
Edit: Wording changes per Shaels and Annie administrator suggestion
(https://i.imgur.com/aUbBeRy.png)
Edit 2: Wording changes to make it clearer.
(https://i.imgur.com/HapNKqG.png)
Thinking of c hanging my Submission this week, people don't seem that interested in this one
(https://i.imgur.com/FakzspK.png)
Haven and Sacrafice had a baby, and it became this!
Edit: Wording changes per Shaels and Annie administrator suggestion
(https://i.imgur.com/aUbBeRy.png)
Edit 2: Wording changes to make it clearer.
(https://i.imgur.com/HapNKqG.png)
Thinking of c hanging my Submission this week, people don't seem that interested in this one
Are you aware that exchanging by default means that the exchanged card is put to the discard pile (and the other one usually back to its pile)? Also, it is not clear to me which of the 2 exchanged cards gives the bonus. Aside of that, quite a lot of text (or at least a lot of lines).
Are you aware that exchanging by default means that the exchanged card is put to the discard pile (and the other one usually back to its pile)? Also, it is not clear to me which of the 2 exchanged cards gives the bonus. Aside of that, quite a lot of text (or at least a lot of lines).
Its supposed to be that the card you put under Chamber is the one that gives a bonus . i don't really understand the first point you mnade
Here is my submissionI think it need to say "for the rest of the game".
(https://i.imgur.com/qRBU9X3.png)
Feedback welcome
(https://i.ibb.co/qxLbs5t/Tax-Collector.png)I didn't manage to get the tool to write 'this stays in play' in italics. I assume it's supposed to happen automatically, but it didn't.:)
Stupid question, but does this mean that if i, say, have drawn my entire deck and then gain a silver to discard and then draw a card, that i get +1 Coffers? And that one could do this multiple times?
Are you aware that exchanging by default means that the exchanged card is put to the discard pile (and the other one usually back to its pile)? Also, it is not clear to me which of the 2 exchanged cards gives the bonus. Aside of that, quite a lot of text (or at least a lot of lines).
Its supposed to be that the card you put under Chamber is the one that gives a bonus . i don't really understand the first point you mnade
Here are the rules about exchange from the wiki. (http://wiki.dominionstrategy.com/index.php/Exchange)
So, if you follow the official rules, using the term exchange, the card from hand would go back to its pile and the other one would go to the discard pile, or maybe the other way around, I am not sure, as in your case you "exchange" 2 cards that both already belong to the player. Anyway, is that your intention, or if not what is it?
Are you aware that exchanging by default means that the exchanged card is put to the discard pile (and the other one usually back to its pile)? Also, it is not clear to me which of the 2 exchanged cards gives the bonus. Aside of that, quite a lot of text (or at least a lot of lines).
Its supposed to be that the card you put under Chamber is the one that gives a bonus . i don't really understand the first point you mnade
Here are the rules about exchange from the wiki. (http://wiki.dominionstrategy.com/index.php/Exchange)
So, if you follow the official rules, using the term exchange, the card from hand would go back to its pile and the other one would go to the discard pile, or maybe the other way around, I am not sure, as in your case you "exchange" 2 cards that both already belong to the player. Anyway, is that your intention, or if not what is it?
Ummm. I don't know and I'm confused right now. sorry.
Here is my submissionI think it need to say "for the rest of the game".
(https://i.imgur.com/qRBU9X3.png)
Feedback welcome
Updated original entry now doesIs the Silver going to the hand as well? It is not obvious from the text.
+1 Card
+1 Action
+1 Buy
At the start of each of your turns for the rest of the game, you may trash 2 Coppers to gain a Silver or trash 2 silvers to gain a gold to your hand
(This stays in Play)
Updated original entry now doesIs the Silver going to the hand as well? It is not obvious from the text.
+1 Card
+1 Action
+1 Buy
At the start of each of your turns for the rest of the game, you may trash 2 Coppers to gain a Silver or trash 2 silvers to gain a gold to your hand
(This stays in Play)
MalaiseThis looks like a weird auto-three-pile, Lurker, Feast thingy.
Action/Duration - $3
Gain a card from the Trash.
For the rest of the game, at the start of each of your turns, trash an Action card from the supply. (This stays in play)
Maybe? I think I like the balance with it only giving draw if you have no Debt, so it's not too bonkers with no-buy engines. But it would be good if they could still be stacked. Not sure there's a good wording for it. A somewhat awkward solution would beMagnate (Action-Duration, $5)Is it intentional that you only ever want to play one of these? Because it seems in that case it would make more sense as a Project.
At the start of each of your turns, if you have no Debt tokens, +2 Cards, +1 Buy and take two Debt tokens.
(This remains in play.)
A perma-Wharf that only functions if you can keep on top of your Debt.
Would it work better if it always gave you the draw, buy and Debt tokens, regardless of if you have Debt?
"At the start of each of your turns, if you have no Debt tokens, +2 Cards, +1 Buy and put two Debt tokens on this. At the start of your Buy phase, take the Debt from here."
Here is my submissionI think it need to say "for the rest of the game".
(https://i.imgur.com/qRBU9X3.png)
Feedback welcome
Updated original entry now does
+1 Card
+1 Action
+1 Buy
At the start of each of your turns for the rest of the game, you may trash 2 Coppers to gain a Silver or trash 2 silvers to gain a gold. These are gained to your hand
(This stays in Play)
Here is my submissionI think it need to say "for the rest of the game".
(https://i.imgur.com/qRBU9X3.png)
Feedback welcome
Updated original entry now does
+1 Card
+1 Action
+1 Buy
At the start of each of your turns for the rest of the game, you may trash 2 Coppers to gain a Silver or trash 2 silvers to gain a gold. These are gained to your hand
(This stays in Play)
Very cool idea for a submission. Per your request, here is some feedback, both technical/copy editing and substantive:
The card type (at the bottom) should be "Action - Duration" not just Action.
The phrase "This stays in play" should have a period at the end, inside of the parentheses, and the P in play should be lower case (see Hireling).
In the text ("trash 2 silvers to gain a gold"), the words "silvers" and "gold" should be capitalized. Also, it needs to specify that the 2 Coppers or 2 Silvers are being trashed from your hand (see Mine, Moneylender).
I think the last sentence ("These are gained to your hand") is a bit ambiguous, and the total text would not be longer if you added "to your hand" after both "gain a Silver" and "gain a Gold". If you are going to leave it as is, it needs a period.
Substantively, I think the card might be too powerful. The Copper to Silver swap is a no-brainer, and accomplishes something that's an incredibly important thing to do (getting rid of your Coppers) any cost to any turn. Usually, the turn on which you trash an item is somehow lessened by the trashing. The Silver-to-Gold has some cost, since the value goes from $2 to $3, but given that it is an option every time you have two Silvers in hand for the rest of the game, it's still an incredibly useful tool.
At the very least, I would suggest getting rid of the Vanilla bonuses (+Card/Action/Buy). If you are getting a bonus for the rest of the game, it is not at all unreasonable to make you use a terminal action on one turn to do it. Plus, they're taking up half the cards space and shrinking your text way down (which is going to get even smaller when you add "from your hand" twice).
Hope that was clear/helpful.
New entry, wansnt happy with the earlier entry
(https://i.imgur.com/7NZGfW4.png)
A mixture of Prince and captain, with a bit of thinning.
Edit 1:
Wording fixes. (thanks CRLUNDY and S-SMARTS for pointing out loops and such.)
(https://i.imgur.com/4pS56ZE.png)
Isn't this strictly stronger than Prince?
Well, it surely is not as automatic as Citadel (which is a Princed Throne Room) and wrong in a significant faction of Kingdoms. But it is not weak and I think that it is a far better design than some of those expensive Projects.Isn't this strictly stronger than Prince?
Yes, but i think prince is way too weak tbh
Well, it surely is not as automatic as Citadel (which is a Princed Throne Room) and wrong in a significant faction of Kingdoms. But it is not weak and I think that it is a far better design than some of those expensive Projects.Isn't this strictly stronger than Prince?
Yes, but i think prince is way too weak tbh
On a sidenote, do you also think that Hireling is weak? If you compare your card with Hireling it should become obvious that Collector is far too strong.
Well, it surely is not as automatic as Citadel (which is a Princed Throne Room) and wrong in a significant faction of Kingdoms. But it is not weak and I think that it is a far better design than some of those expensive Projects.Isn't this strictly stronger than Prince?
Yes, but i think prince is way too weak tbh
On a sidenote, do you also think that Hireling is weak? If you compare your card with Hireling it should become obvious that Collector is far too strong.
Hmmm. i think hireling is a weak 6, but it would be far to strong as a 5, because then a player that opens 5 would get +1 card for the rest of the game on like turn 4
Ill think about Collectors power level. First thing that comes to mind is adding a Money limit to what can be played
It's worth noting that Citadel is significantly weaker than Princed Throne Room because you usually don't want to use it on terminals. The fact that you are more or less forced to Throne a cantrip when playing Citadel is a major downside (it's still pretty strong though). A Princed Throne Room is Citadel+Barracks.Well, it surely is not as automatic as Citadel (which is a Princed Throne Room) and wrong in a significant faction of Kingdoms. But it is not weak and I think that it is a far better design than some of those expensive Projects.Isn't this strictly stronger than Prince?
Yes, but i think prince is way too weak tbh
On a sidenote, do you also think that Hireling is weak? If you compare your card with Hireling it should become obvious that Collector is far too strong.
Here is my submissionI think it need to say "for the rest of the game".
(https://i.imgur.com/qRBU9X3.png)
Feedback welcome
Updated original entry now does
+1 Card
+1 Action
+1 Buy
At the start of each of your turns for the rest of the game, you may trash 2 Coppers to gain a Silver or trash 2 silvers to gain a gold. These are gained to your hand
(This stays in Play)
Very cool idea for a submission. Per your request, here is some feedback, both technical/copy editing and substantive:
The card type (at the bottom) should be "Action - Duration" not just Action.
The phrase "This stays in play" should have a period at the end, inside of the parentheses, and the P in play should be lower case (see Hireling).
In the text ("trash 2 silvers to gain a gold"), the words "silvers" and "gold" should be capitalized. Also, it needs to specify that the 2 Coppers or 2 Silvers are being trashed from your hand (see Mine, Moneylender).
I think the last sentence ("These are gained to your hand") is a bit ambiguous, and the total text would not be longer if you added "to your hand" after both "gain a Silver" and "gain a Gold". If you are going to leave it as is, it needs a period.
Substantively, I think the card might be too powerful. The Copper to Silver swap is a no-brainer, and accomplishes something that's an incredibly important thing to do (getting rid of your Coppers) any cost to any turn. Usually, the turn on which you trash an item is somehow lessened by the trashing. The Silver-to-Gold has some cost, since the value goes from $2 to $3, but given that it is an option every time you have two Silvers in hand for the rest of the game, it's still an incredibly useful tool.
At the very least, I would suggest getting rid of the Vanilla bonuses (+Card/Action/Buy). If you are getting a bonus for the rest of the game, it is not at all unreasonable to make you use a terminal action on one turn to do it. Plus, they're taking up half the cards space and shrinking your text way down (which is going to get even smaller when you add "from your hand" twice).
Hope that was clear/helpful.
A lot of what you said makes sense and the corrections. Seems what I want to do is going to make too much text on the card. this one kinda does the same purpose
Lets see how this looks
(https://i.imgur.com/8KXDhCi.png)
Corrected some spelling
New entry, wansnt happy with the earlier entry
(https://i.imgur.com/7NZGfW4.png)
A mixture of Prince and captain, with a bit of thinning.
Edit 1:
Wording fixes. (thanks CRLUNDY and S-SMARTS for pointing out loops and such.)
(https://i.imgur.com/4pS56ZE.png)
Edit 2: Segura thought it was too strong, so i nerfed collector: now the player to your left chooses what card you play with Collector. You may then trash the card that was played with collector
(https://i.imgur.com/2VIgpop.png)
It's too strong, but forcing your opponent to choose the card makes it more interesting. Now it's not just a stronger Prince.
I think the obvious fix is to make your opponent choose what to Exile as well.
I feel like now I'll be judging a community submission, not that person's design (also, all those comments clutter up the submissions part of the thread).
Here is my submissionI think it need to say "for the rest of the game".
(https://i.imgur.com/qRBU9X3.png)
Feedback welcome
Updated original entry now does
+1 Card
+1 Action
+1 Buy
At the start of each of your turns for the rest of the game, you may trash 2 Coppers to gain a Silver or trash 2 silvers to gain a gold. These are gained to your hand
(This stays in Play)
Very cool idea for a submission. Per your request, here is some feedback, both technical/copy editing and substantive:
The card type (at the bottom) should be "Action - Duration" not just Action.
The phrase "This stays in play" should have a period at the end, inside of the parentheses, and the P in play should be lower case (see Hireling).
In the text ("trash 2 silvers to gain a gold"), the words "silvers" and "gold" should be capitalized. Also, it needs to specify that the 2 Coppers or 2 Silvers are being trashed from your hand (see Mine, Moneylender).
I think the last sentence ("These are gained to your hand") is a bit ambiguous, and the total text would not be longer if you added "to your hand" after both "gain a Silver" and "gain a Gold". If you are going to leave it as is, it needs a period.
Substantively, I think the card might be too powerful. The Copper to Silver swap is a no-brainer, and accomplishes something that's an incredibly important thing to do (getting rid of your Coppers) any cost to any turn. Usually, the turn on which you trash an item is somehow lessened by the trashing. The Silver-to-Gold has some cost, since the value goes from $2 to $3, but given that it is an option every time you have two Silvers in hand for the rest of the game, it's still an incredibly useful tool.
At the very least, I would suggest getting rid of the Vanilla bonuses (+Card/Action/Buy). If you are getting a bonus for the rest of the game, it is not at all unreasonable to make you use a terminal action on one turn to do it. Plus, they're taking up half the cards space and shrinking your text way down (which is going to get even smaller when you add "from your hand" twice).
Hope that was clear/helpful.
A lot of what you said makes sense and the corrections. Seems what I want to do is going to make too much text on the card. this one kinda does the same purpose
Lets see how this looks
(https://i.imgur.com/8KXDhCi.png)
Corrected some spelling
Just the first letter in Copper, Silver, and Gold should be capitalized, not the whole word
Also, is it intentional that this new version does not gain to hand?
Here is my submissionI think it need to say "for the rest of the game".
(https://i.imgur.com/qRBU9X3.png)
Feedback welcome
Updated original entry now does
+1 Card
+1 Action
+1 Buy
At the start of each of your turns for the rest of the game, you may trash 2 Coppers to gain a Silver or trash 2 silvers to gain a gold. These are gained to your hand
(This stays in Play)
Very cool idea for a submission. Per your request, here is some feedback, both technical/copy editing and substantive:
The card type (at the bottom) should be "Action - Duration" not just Action.
The phrase "This stays in play" should have a period at the end, inside of the parentheses, and the P in play should be lower case (see Hireling).
In the text ("trash 2 silvers to gain a gold"), the words "silvers" and "gold" should be capitalized. Also, it needs to specify that the 2 Coppers or 2 Silvers are being trashed from your hand (see Mine, Moneylender).
I think the last sentence ("These are gained to your hand") is a bit ambiguous, and the total text would not be longer if you added "to your hand" after both "gain a Silver" and "gain a Gold". If you are going to leave it as is, it needs a period.
Substantively, I think the card might be too powerful. The Copper to Silver swap is a no-brainer, and accomplishes something that's an incredibly important thing to do (getting rid of your Coppers) any cost to any turn. Usually, the turn on which you trash an item is somehow lessened by the trashing. The Silver-to-Gold has some cost, since the value goes from $2 to $3, but given that it is an option every time you have two Silvers in hand for the rest of the game, it's still an incredibly useful tool.
At the very least, I would suggest getting rid of the Vanilla bonuses (+Card/Action/Buy). If you are getting a bonus for the rest of the game, it is not at all unreasonable to make you use a terminal action on one turn to do it. Plus, they're taking up half the cards space and shrinking your text way down (which is going to get even smaller when you add "from your hand" twice).
Hope that was clear/helpful.
A lot of what you said makes sense and the corrections. Seems what I want to do is going to make too much text on the card. this one kinda does the same purpose
Lets see how this looks
(https://i.imgur.com/8KXDhCi.png)
Corrected some spelling
Just the first letter in Copper, Silver, and Gold should be capitalized, not the whole word
Also, is it intentional that this new version does not gain to hand?
(https://i.imgur.com/i5E3iGf.png)
Yes as it made the text too long as I had to add it to both Silvers and Gold. It still feels too wordy as it is now.
New entry, wansnt happy with the earlier entry
(https://i.imgur.com/7NZGfW4.png)
A mixture of Prince and captain, with a bit of thinning.
Edit 1:
Wording fixes. (thanks CRLUNDY and S-SMARTS for pointing out loops and such.)
(https://i.imgur.com/4pS56ZE.png)
Edit 2: Segura thought it was too strong, so i nerfed collector: now the player to your left chooses what card you play with Collector. You may then trash the card that was played with collector
(https://i.imgur.com/2VIgpop.png)
This version is still strictly better than Prince by a lot (at least the first copy), unless some other card forces you to Exile cards: You can just keep a single card in Exile, giving the other player no choice. Even without the extra trashing option, this should cost more than Prince.
(https://i.imgur.com/UqZeI7q.png)
QuoteLithograph - Action Duration, $5 cost.
Gain 3 Silvers.
At the start of each of your turns for the rest of the game, you may trash a Silver from your hand for +2 Cards, +1 Buy and + $2.
(This stays in play.)
Magnate (Action-Duration, $5)
At the start of each of your turns, if you have no Debt tokens, +2 Cards, +1 Buy and set aside two Debt tokens. At the start of your Buy phase, take all Debt tokens set aside by this.
(This remains in play.)
(https://www.zupimages.net/up/21/13/smfm.png)
(https://i.ibb.co/92JfbF6/image.png)
(https://shardofhonor.github.io/dominion-card-generator/index.html?title=Harlequin&description=At%20start%20of%20each%20of%20your%20turns%20for%20the%20rest%20of%20the%20game%3A%0AYou%20may%20discard%20your%20hand%20for%20%2B4%20Cards.%0A%5Bi%5D(This%20stays%20in%20play)&type=Action%20-%20Duration&credit=&creator=&price=%245&preview=&type2=&color2split=1&boldkeys=&picture-x=-1&picture-y=1&picture-zoom=1&picture=https%3A%2F%2Fupload.wikimedia.org%2Fwikipedia%2Fcommons%2F8%2F8b%2FArlecchino_-_stampa_ottocento.jpg&expansion=&custom-icon=&color0=4&color1=0&size=0)
Harlequin
$5 - Action - Duration
At start of each of your turns for the rest of the game:
You may discard your hand for +4 Cards.
(This stays in play)
(https://i.imgur.com/z0Mm8Bg.png)
(https://i.imgur.com/F76bpNd.png)QuoteMummer's Farce
Night/Duration - $5
+5 Villagers
+5 Coffers
At the start of each of your turns for the rest of the game, lose a Villager or Coffers.
(This stays in play.)
(https://abload.de/img/secret_stashibkzn.png)
Alchemical Factory
$6
Action - Duration
At the start of your turn, you may trash a card from your hand. If you do, you may gain a differently-named card to your hand, costing up to $1 more than it.
(This stays in play)
(https://trello-attachments.s3.amazonaws.com/5d34c84e360a440d0d16278b/606a0580e8fdc080dfef6c3f/61a050cea6aaebe9257be28eaeb46118/image.png)QuoteSalt Mine • $5 • Action - Duration
At the start of your turn, trash the top card of your deck. You may gain a copy of the trashed card.
(This stays in play)
(https://files.coding4.coffee/selif/vmm3q5od.png)QuoteVoyage | Night - Duration | $4
If this is the first time you played a Voyage this turn, and the previous turn wasn't yours, then take an extra turn after this one. At the start of each of your turns for the rest of the game: gain a Copper.
(This stays in play.)
-
This is gained to your hand (instead of your discard pile)
Orrery:
(https://imgur.com/lVXXKHF.png)
(https://i.ibb.co/qxLbs5t/Tax-Collector.png)
(https://files.coding4.coffee/selif/vmm3q5od.png)QuoteVoyage | Night - Duration | $4
If this is the first time you played a Voyage this turn, and the previous turn wasn't yours, then take an extra turn after this one. At the start of each of your turns for the rest of the game: gain a Copper.
(This stays in play.)
-
This is gained to your hand (instead of your discard pile)
(https://i.imgur.com/7C666Cn.png)
(https://i.imgur.com/i5E3iGf.png)
Gentleman
cost $5 - Action - Attack - Duration
At the start of each of your turns for the rest of the game: gain a Silver to your hand, and each other player gains a Copper to their hand.
(https://i.imgur.com/60MKfEf.png)Quote from: Elvenworks$5 - Night-Duration
For the rest of the game, if you have no Treasures in play at the start of your Night phase, +1VP and gain a card costing up to $4.
(This stays in play.)
(https://i.ibb.co/M1DFwFF/Poet-lI.png)
Poet
$5 – Action – DurationQuoteAt the start of Clean-up of each of your turns for the rest of the game: Exile a card from your hand. If you can’t, gain a Curse.
(This stays in play.)
My submission:
(https://i.imgur.com/xe170dCh.png)Quote from: AlmonerALMONER -- $4
ACTION - DURATION - VICTORY
At the start of each of your turns for the rest of the game, trash a card from your hand.
(This stays in play.)
Worth 1VP plus 1VP per Almoner
you have in play.
Malaise
Action/Duration - $3
Gain a card from the Trash.
For the rest of the game, at the start of each of your turns, trash an Action card from the supply. (This stays in play)
(https://i.imgur.com/2VIgpop.png)
I think it's okay to let the judging address some card issues. Posting ways to improve a card can be done after a contest is complete.Dude, demanding that a discussion shall be silenced or postponed ain't cool.
New entry, wansnt happy with the earlier entry
(https://i.imgur.com/7NZGfW4.png)
A mixture of Prince and captain, with a bit of thinning.
Edit 1:
Wording fixes. (thanks CRLUNDY and S-SMARTS for pointing out loops and such.)
(https://i.imgur.com/4pS56ZE.png)
Edit 2: Segura thought it was too strong, so i nerfed collector: now the player to your left chooses what card you play with Collector. You may then trash the card that was played with collector
(https://i.imgur.com/2VIgpop.png)
This version is still strictly better than Prince by a lot (at least the first copy), unless some other card forces you to Exile cards: You can just keep a single card in Exile, giving the other player no choice. Even without the extra trashing option, this should cost more than Prince.
You leave the played card in Exile and have to Exile a card from play every turn. Unless you plan to play just one card per turn, you can't "just keep a single card in Exile, giving the other player no choice."
Updated Collector 1 last timeSo with the current version, once you are through the Coppers, the other dude Exiles your best cards and makes you play your worst cards. That makes the card more of a (Double-)Treasury/trasher thing and interesting mini-games can arise, like trashing an Exiled Silver to get at the good stuff.
Updated Collector 1 last timeSo with the current version, once you are through the Coppers, the other dude Exiles your best cards
(https://i.postimg.cc/3x85kc50/Gem-Study-v1.png)
Effectively a +(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) (Princed terminal Silver card) each turn with a small twist.
You refer to an old version. In the current version, the other dude chooses.Updated Collector 1 last timeSo with the current version, once you are through the Coppers, the other dude Exiles your best cards
You get to choose which cards you Exile.
This is not really related to the card itself, but lately I've been frustrated with my cards for WDC: It feels like they are of bad quality, and that i have trouble getting inspired/make interesting cards, and that people don't think they are interesting. I know this is pretty self-absorbed, but I'm wondering if people think i have some positive influence here? It doesn't have to be big.
I think it's okay to let the judging address some card issues. Posting ways to improve a card can be done after a contest is complete.Dude, demanding that a discussion shall be silenced or postponed ain't cool.
The point of the contests is not so much the judgement and who wins (that is just the framework) but the general discussion about card ideas. It is great when people take a lot of effort when they judge the cards but it is not like that is the only feedback that is useful for the card designers.
This is not really related to the card itself, but lately I've been frustrated with my cards for WDC: It feels like they are of bad quality, and that i have trouble getting inspired/make interesting cards, and that people don't think they are interesting. I know this is pretty self-absorbed, but I'm wondering if people think i have some positive influence here? It doesn't have to be big.
$5 Action-Duration
+1 Action
For the rest of the game, discard one less card from your hand during clean-up.
(This stays in play.)
$5 Action-Duration
Gain 3 Silvers.
At the start of each of your turns for the rest of the game, you may trash a Silver from your hand for +2 Cards, +1 Buy and + $2.
(This stays in play.)
$5 Action-Duration
At the start of each of your turns, if you have no Debt tokens, +2 Cards, +1 Buy and set aside two Debt tokens. At the start of your Buy phase, take all Debt tokens set aside by this.
(This stays in play.)
$4 Action-Duration
+1 Action
At the start of each of your turns for the rest of the game, you may gain a Copper to your hand.
(This stays in play)
$5 Action-Duration
At start of each of your turns for the rest of the game:
You may discard your hand for +4 Cards.
(This stays in play)
$6 Action-Duration
At the start of each of your turns for the rest of the game: you may trash a card from your hand.
While this is in play, the first time you trash a card costing $2 or more each turn, +1VP
(This stays in play.)
$5 Night-Duration
+5 Villagers
+5 Coffers
At the start of each of your turns for the rest of the game, lose a Villager or Coffers.
(This stays in play.)
$6 Action-Duration
Place the top 3 cards of your deck face down under this. At the start of each turn: set aside a card from your hand face down; put a card from under this into your hand; put the set aside card under this.
(This stays in play.)
$6 Action-Duration
At the start of your turn, you may trash a card from your hand. If you do, you may gain a differently-named card to your hand, costing up to $1 more than it.
(This stays in play)
$5 Action-Duration
At the start of your turn, trash the top card of your deck. You may gain a copy of the trashed card.
(This stays in play)
$4 Night-Duration
If this is the first time you played a Voyage this turn, and the previous turn wasn't yours, then take an extra turn after this one. At the start of each of your turns for the rest of the game: gain a Copper.
(This stays in play.)
This is gained to your hand (instead of your discard pile)
$4 Action-Duration
At the start of each of your turns for the rest of the game: Look through your deck and discard pile. Put a card from your discard pile into your hand, a card from your hand onto your deck, then discard a card from your deck. After all start-of-turn effects, shuffle your deck.
(This stays in play.)
$4 Action-Duration
For the rest of the game, when you shuffle your deck, +1 Coffers.
(This stays in play.)
$4 Action-Duration
For the rest of the game, at the start of each of your turns, look at the top card of your deck and either discard it or put it on the top or the bottom of your deck.
(This stays in play.)
$5 Action-Duration
At the start of each of your turns for the rest of the game, you may trash 2 Coppers from your hand to gain a Silver or trash 2 Silvers from your hand to gain a Gold.
(This stays in Play)
$5 Action-Attack-Duration
At the start of each of your turns for the rest of the game: gain a Silver to your hand, and each other player gains a Copper to their hand.
(This stays in play.)
$5 Night-Duration
For the rest of the game, if you have no Treasures in play at the start of your Night phase, +1VP and gain a card costing up to $4.
(This stays in play.)
$5 Action–Duration
At the start of Clean-up of each of your turns for the rest of the game: Exile a card from your hand. If you can’t, gain a Curse.
(This stays in play.)
$4 Action-Duration-Victory
At the start of each of your turns for the rest of the game, trash a card from your hand.
(This stays in play.)
Worth 1VP plus 1VP per Almoner you have in play.
$3 Action-Duration
Gain a card from the Trash.
For the rest of the game, at the start of each of your turns, trash an Action card from the supply.
(This stays in play)
$7 Action-Duration
For the rest of the game:
At the beginning of each of your turns, the player to the left chooses a non-Duration Action or Treasure card you have in Exile: Play it, leaving it there. You may trash that card.
At the start of Clean-up, the player to the left chooses a card you would discard from play this turn. Exile it.
(This card stays in play)
$6 Action-Duration
For the rest of the game, at the start of each of your trns, gain a Silver to your hand and at the start of each of your Clean-ups, trash a Treasure you have in play.
(This stays in play.)
$4 Action-Duration
At the start of each of your turns for the rest of the game, you may discard a card for +1 Card. If you discard a copy of this, choose one: +1 Action; or +1 Coffers; or gain a Horse.
(This stays in play)
From Timinou:
(https://i.imgur.com/60MKfEf.png)
I think you used the wrong VP logo (should be the token).
From faust:While this seems a fair evaluation of the power level of the card (I think it's a bit stronger than given credit for, compared to Acting Troupe) - I am confused about what exactly the criticism is.
(https://i.imgur.com/F76bpNd.png)Quote from: Mummer's Farce$5 Night-Duration
+5 Villagers
+5 Coffers
At the start of each of your turns for the rest of the game, lose a Villager or Coffers.
(This stays in play.)
Immediately, this card is only worth 4 Villagers and 5 Coffers or vice versa, since start of turn happens before you can use either. The +Villagers is only helpful when you have Action cards that need them. But I could see using up those 5 Coffers in the next 1 or 2 turns after playing the card (buy a Gold, a really strong Action card, or multiples if you have +Buy your next turn). The problem is, by the time you need some of the Villagers, they will likely be gone (maybe you'll be able to use 1 or 2 of them). And to make it worse, any other cards in the game that give +Villagers or +Coffers are significantly weakened by buying Mummer's Farce. Also, trying to buy a 2nd one makes matters worse as your stockpiles deplete even faster. The +5 Coffers is great. But I feel that the "Farce" in the name is too accurate.
Rating: 4/10
Congrats to Silverspawn!
However, I am pretty sure mine was missed. It was Kinsman (http://forum.dominionstrategy.com/index.php?topic=20739.msg866095#msg866095).
I think you used the wrong VP logo (should be the token).
Just for the record, Timinou used the correct logo for giving VP tokens (http://wiki.dominionstrategy.com/index.php/VP_token) (I have messed this up in the past so locked it down for myself). For example:
(http://wiki.dominionstrategy.com/images/a/ad/Monument.jpg) (http://wiki.dominionstrategy.com/images/3/33/Groundskeeper.jpg) (http://wiki.dominionstrategy.com/images/e/e2/Goons.jpg)
Aw
Anyway, i agree with the judging of my card: Its a mess lol
From faust:While this seems a fair evaluation of the power level of the card (I think it's a bit stronger than given credit for, compared to Acting Troupe) - I am confused about what exactly the criticism is.
(https://i.imgur.com/F76bpNd.png)Quote from: Mummer's Farce$5 Night-Duration
+5 Villagers
+5 Coffers
At the start of each of your turns for the rest of the game, lose a Villager or Coffers.
(This stays in play.)
Immediately, this card is only worth 4 Villagers and 5 Coffers or vice versa, since start of turn happens before you can use either. The +Villagers is only helpful when you have Action cards that need them. But I could see using up those 5 Coffers in the next 1 or 2 turns after playing the card (buy a Gold, a really strong Action card, or multiples if you have +Buy your next turn). The problem is, by the time you need some of the Villagers, they will likely be gone (maybe you'll be able to use 1 or 2 of them). And to make it worse, any other cards in the game that give +Villagers or +Coffers are significantly weakened by buying Mummer's Farce. Also, trying to buy a 2nd one makes matters worse as your stockpiles deplete even faster. The +5 Coffers is great. But I feel that the "Farce" in the name is too accurate.
Rating: 4/10
From The Alchemist:I know that the winner is already decided and I don't want to constest the ranking but I just whant to point that...
(https://imgur.com/lVXXKHF.png)Quote from: Orrery$4 Action-Duration
At the start of each of your turns for the rest of the game: Look through your deck and discard pile. Put a card from your discard pile into your hand, a card from your hand onto your deck, then discard a card from your deck. After all start-of-turn effects, shuffle your deck.
(This stays in play.)
I feel that this is way too strong at $4. Even with 1, once you discard a strong card from play (Gold, Goons, whatever), it comes back into your hand every turn. And with 2, as you mentioned, you can take any card out of your deck, put it into your discard, then into your hand. It either needs a much higher cost (at least $6, possibly more), or it needs some serious nerfing (though this would be hard to add, since there is already a lot of text). I also don't really like that it messes with the normal movement of cards so much - a small amount make sense (e.g. Harbinger), but not this much.
Rating: 3/10
From silverspawn:
(https://i.ibb.co/qxLbs5t/Tax-Collector.png)Quote from: Tax Collector$4 Action-Duration
For the rest of the game, when you shuffle your deck, +1 Coffers.
(This stays in play.)
I love the simplicity of this card. Its effect is not overpowering (which is needed from a $4 permanent Duration card), but it does seem appropriate - and tied to the name very well too. It will affect your strategy slightly, as you will want to be able to get through your deck faster (more draw, or more trashing, or both). There's a good balance that would be needed.
Rating: 9/10
I know that the winner is already decided and I don't want to constest the ranking but I just whant to point that...
Orrery is too strong where tax collector is ok ?
I mean, Orrery have default, obviously, but this one...
Yes, I believe Orrery is way too strong at $4, as it gives you huge control over your hand and deck... and does it every turn.In a good engine, you usualy shufle each turn. If you play with sifter, discard for benefit or gainer it goes to multiple coffers per turn. You don't have to buy multiple tax collector and wast too much buy on it; only one is enougth to be a great source of money. And it's way stronger than Orrery.
Tax Collector triggers only when you shuffle, which typically happens less and less frequently as the game goes on and even so only gives you +1 Coffers. Sure, you could get 2 (or even 3 or 5) in play... but at the cost of not buying other stuff, to get a couple extra Coffers every few turns.
Wouldn't Orrery decrease your handsize if your discard pile is empty at the start of your turn?Yes, it decrase it.
In that case, I also doubt that it's too strong. But I don't get the connection to Tax Collector. The cards don't seem to me to be similar. One does deck improvement, the other does payoff.The remark wasn't on their similarities; it's just than tax collector, presented as a model of balance, is way stronger than Orrery, consider as too strong.
I assumed without questioning it that you shuffle with one card but not with zero
I assumed without questioning it that you shuffle with one card but not with zero
That's certainly one of the 3 possible interpretations; though according to this poll (http://forum.dominionstrategy.com/index.php?topic=15432) the least-common one. Granted, the poll is not unbiased and happened after much discussion around this had already taken place.
(https://i.ibb.co/mXJs4bh/TC2.png)
Now it doesn't matter if you shuffle a deck of 0 cards or not.
Technically, per the rulebook, you shuffle your discard pile and then place it under your deck (except for a case like Inn).
Technically, per the rulebook, you shuffle your discard pile and then place it under your deck (except for a case like Inn).
Thanks. I keep forgetting that your deck is not your deck but just your draw pile. What do you think of the updated version?
How is 'one or more' different from 'at least one'?