WDC #113: Power Up!
Rules:(http://wiki.dominionstrategy.com/images/thumb/3/30/City.jpg/375px-City.jpg)(http://wiki.dominionstrategy.com/images/thumb/6/6b/Paddock.jpg/200px-Paddock.jpg)
- Design a card that becomes more powerful once a specific trigger (or triggers) is met
- Official cards that would qualify include City and Paddock
- The activation should be irreversible in most cases (I'll allow for rare exceptions, as is possible with City and Paddock when either Ambassador or Way of the Butterfly is present) and not based on transient conditions. Therefore, cards like Menagerie, Leprechaun, Conspirator, and Shanty Town would not qualify
- Likewise, cards that rely on the Journey token like Giant or Ranger would not qualify
- The card should not be trashed or exchanged for a different card. Therefore, cards like Magic Lamp or Travellers would not qualify.
Judging Criteria:
- I will judge cards based on how innovative they are and whether they look fun to play with.
- I will take balance into account as well, but it will be less important than the other two factors.
I look forward to seeing your entries and hope you have fun!
WDC #113: Power Up!
Rules:(http://wiki.dominionstrategy.com/images/thumb/3/30/City.jpg/375px-City.jpg)(http://wiki.dominionstrategy.com/images/thumb/6/6b/Paddock.jpg/200px-Paddock.jpg)
- Design a card that becomes more powerful once a specific trigger (or triggers) is met
- Official cards that would qualify include City and Paddock
- The activation should be irreversible in most cases (I'll allow for rare exceptions, as is possible with City and Paddock when either Ambassador or Way of the Butterfly is present) and not based on transient conditions. Therefore, cards like Menagerie, Leprechaun, Conspirator, and Shanty Town would not qualify
- Likewise, cards that rely on the Journey token like Giant or Ranger would not qualify
- The card should not be trashed or exchanged for a different card. Therefore, cards like Magic Lamp or Travellers would not qualify.
Judging Criteria:
- I will judge cards based on how innovative they are and whether they look fun to play with.
- I will take balance into account as well, but it will be less important than the other two factors.
I look forward to seeing your entries and hope you have fun!
Does the trigger that makes a card stronger have to be something accessible to all players, like City and Paddock, or can it be something that's specific to the person playing it, like Miser's +$ becoming stronger the more Coppers you have stashed away?
I'm pretty sure I already know the answer to that one, but does it have to be an added bonus on top of what the card originally did? For instance, I once designed a Curser that did a different type of Attack (discarding Attack instead) once the Curse pile was empty. Is this "upgrading" a card? I don't think it is, because then people could argue which of the two different effects is stronger, whereas an added bonus is almost always better.
WDC #113: Power Up!
Rules:...
- Design a card that becomes more powerful once a specific trigger (or triggers) is met
- Official cards that would qualify include City, Paddock, Trade Route, and Forager
- All copies of the card should be activated for all players once the specific trigger is met. Therefore, cards like Miser, Pirate Ship, Vineyards and Fairgrounds would not qualify.
WDC #113: Power Up!
Rules:...
- Design a card that becomes more powerful once a specific trigger (or triggers) is met
- Official cards that would qualify include City, Paddock, Trade Route, and Forager
- All copies of the card should be activated for all players once the specific trigger is met. Therefore, cards like Miser, Pirate Ship, Vineyards and Fairgrounds would not qualify.
hey just an fyi forager is different per-player when capitalism is in the kingdom and not everyone buys it
Infrastructure • $4 • Action
+1 Card
+1 Action
If there are ...
1+ Works marked, +1 Buy.
3+ Works marked, +$1.
5+ Works marked, gain a Gold.
6 Works marked, gain card costing up to $4.
Works are on a mat, shared by all players. There are six spots, when you do the thing a spot describes, you immediately mark that spot (with coin tokens or what have you; sharpie if you hate having nice things). Sorry I didn't have time or mental bandwidth to fire up photoshop on this one, but the spots are:
• Play three Treasures with different names in the same Buy phase
• Buy two cards in one turn
• Buy a Gold
• Buy a Duchy
• Play five Action cards on the same turn
• Play three Infrastructure on the same turn
(https://i.imgur.com/XcSX5mMh.png) | Quote from: Infiltrator INFILTRATOR (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png) |
original version:
Iron Throne
Action - $5
Reveal the top X+1 cards of your deck.
Play the revealed Treasures and Action twice and discard the rest.
—————————————————————
X is the number of empty Supply piles.
(https://i.imgur.com/mpuO23g.png)I like this card a lot, but I think it is arguable whether Smithy is really stronger than +3 Villagers.
Iron Throne
Action - $5
Reveal the top X+1 cards of your deck.
Play the revealed Treasures and Action twice and discard the rest.
—————————————————————
X is the number of empty Supply piles.
The card could be too strong and might have to cost $6. Also the wording is slightly too "mathematical", so if anybody has a smoother way to formulate this I appreciate it.
Quote
|
Boundary Marker - Action Reserve, $5 cost.Each mode interacts more with the other here, so I think I prefer it to Viceroy below. Choose which mode to use this in on gain; the Tavern mat seems like a convenient, clean way to activate a passive bonus, rather than do it like Hireling.
+1 Action
+1 Buy
This turn, cards cost $1 less.
-
When you gain this, you may put it on your Tavern mat. While it's there, when you gain a Victory card costing $5 or more, +1VP per empty Supply pile.
Viceroy - Action, $5 cost.Edit: changed first option to BoM instead of disciple on a cheaper Action. But then changed to Boundary Marker.
+1 Card
+1 Action
You may trash this. If you do, choose one: play a non-Command, non-Duration Action from the Supply costing less than this, leaving it there; or +2VP per empty Supply pile.
Works are on a mat, shared by all players. There are six spots, when you do the thing a spot describes, you immediately mark that spot (with coin tokens or what have you; sharpie if you hate having nice things). Sorry I didn't have time or mental bandwidth to fire up photoshop on this one, but the spots are:
• Play three Treasures with different names in the same Buy phase
• Buy two cards in one turn
• Buy a Gold
• Buy a Duchy
• Play five Action cards on the same turn
• Play three Infrastructure on the same turn
So they're like Asper's Feats (http://forum.dominionstrategy.com/index.php?topic=9231.0), then?
Veteran
Action - $5
+1 Action
+$1
Draw until you have 5 Cards in hand
For each Wounded token you have, you may trash a card from your hand
-
In games using this, for each Attack, take a Wounded token the first-time another player plays it.
Veteran
Action - $5
+1 Action
+$1
Draw until you have 5 Cards in hand
For each Wounded token you have, you may trash a card from your hand
-
In games using this, for each Attack, take a Wounded token the first-time another player plays it.
As worded, this breaks the rule that all copies of the card should be activated for all players, since the player playing an Attack for the first time would not take a Wounded token.
You could revise it so that all players take a token, but maybe that's not what you were going for with this card.
Community - Victory - $4*
Worth 2 (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) per empty Supply pile.
-
This costs (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) more per empty Supply pile.
A Community starts out small but over time grows and adds value to your Dominion:
(https://i.imgur.com/9hEDAS8.png)QuoteCommunity - Victory - $4*
Worth 2 (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) per empty Supply pile.
-
This costs (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) more per empty Supply pile.
When you first get this it isn't worth anything, but as there will always be at least 1 empty pile, it's lowerst end game value is 2 VP.
So at purchase time, you're either getting:
• a double estate for the the price of 2 estates (but in 1 card)
• a Duchy + 1 VP for the cost of a Duchy + $1
• an alternative Province
• some other possibilities for crazy games with extra empty piles (or 5 or 6 player games)
I'm hoping the interesting point is trying to decide when to buy; if you buy them early, you can get what dould eventually be a Province for only $4! But it will junk your deck.
Feedback welcome, always.
Dike looks fun.
I was wondering if it might be better at 3* (and cost $2 more per empty pile).
So it would be $1 cheaper with no piles, and $1 more expensive with 2 empty piles.
I'm pretty sure I already know the answer to that one, but does it have to be an added bonus on top of what the card originally did? For instance, I once designed a Curser that did a different type of Attack (discarding Attack instead) once the Curse pile was empty. Is this "upgrading" a card? I don't think it is, because then people could argue which of the two different effects is stronger, whereas an added bonus is almost always better.
Yes, the card should be unequivocally more powerful than before the activation. It’s fine for the card to do something different (e.g. give you +1 Coffers instead of +$1) as long as it’s clearly better than what it did before. It’ll be better to go with an added bonus to be on the safe side, but I don’t want to limit people’s creativity so I won’t be too picky about this (and as I type this I realize that someone could argue that +1 Coffers isn’t always better than +$1 e.g. if you want to play the card before Storyteller for draw).
A Community starts out small but over time grows and adds value to your Dominion:
(https://i.imgur.com/9hEDAS8.png)QuoteCommunity - Victory - $4*
Worth 2 (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) per empty Supply pile.
-
This costs (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) more per empty Supply pile.
When you first get this it isn't worth anything, but as there will always be at least 1 empty pile, it's lowerst end game value is 2 VP.
So at purchase time, you're either getting:
• a double estate for the the price of 2 estates (but in 1 card)
• a Duchy + 1 VP for the cost of a Duchy + $1
• an alternative Province
• some other possibilities for crazy games with extra empty piles (or 5 or 6 player games)
I'm hoping the interesting point is trying to decide when to buy; if you buy them early, you can get what dould eventually be a Province for only $4! But it will junk your deck.
Feedback welcome, always.
It seems you have a bad memory. I've posted this concept last summer (http://forum.dominionstrategy.com/index.php?topic=20491.0) and you even commented on that card:Dike looks fun.
I was wondering if it might be better at 3* (and cost $2 more per empty pile).
So it would be $1 cheaper with no piles, and $1 more expensive with 2 empty piles.
At that time, I replied that I have to test which version is the most interesting and then after ~20 games, I came up with this:
(https://i.ibb.co/tBB33gc/Dyke-II.png)
Funny, isn't it?
Boundary Marker - Action Reserve, $5 cost.Each mode interacts more with the other here, so I think I prefer it to Viceroy. Choose which mode to use this in on gain; the Tavern mat seems like a convenient, clean way to activate a passive bonus, rather than do it like Hireling.
+1 Action
+1 Buy
This turn, cards cost $1 less.
-
When you gain this, you may put it on your Tavern mat. While it's there, when you gain a Victory card costing $5 or more, +1VP per empty Supply pile.
Study | Action | $2
+2 Cards
If this is the first time you played a Study this turn, +1 Buy
If the Study supply pile is empty, +1 Action
I'm pretty sure I already know the answer to that one, but does it have to be an added bonus on top of what the card originally did? For instance, I once designed a Curser that did a different type of Attack (discarding Attack instead) once the Curse pile was empty. Is this "upgrading" a card? I don't think it is, because then people could argue which of the two different effects is stronger, whereas an added bonus is almost always better.
Yes, the card should be unequivocally more powerful than before the activation. It’s fine for the card to do something different (e.g. give you +1 Coffers instead of +$1) as long as it’s clearly better than what it did before. It’ll be better to go with an added bonus to be on the safe side, but I don’t want to limit people’s creativity so I won’t be too picky about this (and as I type this I realize that someone could argue that +1 Coffers isn’t always better than +$1 e.g. if you want to play the card before Storyteller for draw).
How would Coven stand up to the rules for this contest?
SubmissionI think this is going to be problematic. There are 2 ways that Study can be activated: Either you are steadily buying Studies, which means you probably have a way to generate a bunch of actions - and then the benefit doesn't do a whole lot, so it was probably not worth it to go for Studies in the first place.
(https://files.coding4.coffee/selif/8h2zawn5.png)QuoteStudy | Action | $2
+2 Cards
If this is the first time you played a Study this turn, +1 Buy
If the Study supply pile is empty, +1 Action
Centurion
Action - Command
$6
Choose one: +1 Action and trash a card from your hand or play a non-Command Action card from the supply costing up to $1 per differently-named card in the trash, leaving it there.
Laser Army ($5, Action - Attack)
+3 Cards
If the Laser token is face down, you may reveal a Gold from your hand to turn it face up.
If the Laser token is face up, each other player gains a Curse.
(it starts face down)
Does this count as fitting this weeks challenge?Decision making concerning Projects revolves around IF and WHEN to buy it. Stuff with green like Road Network and Crop Rotation has the focus on when, timing is tricky with those.
(https://i.imgur.com/jNTTysV.png)
Does this count as fitting this weeks challenge?Decision making concerning Projects revolves around IF and WHEN to buy it. Stuff with green like Road Network and Crop Rotation has the focus on when, timing is tricky with those.
(https://i.imgur.com/jNTTysV.png)
Your card makes the timing utterly trivial. You will never buy it early (which can make sense with the two aforementioned Projects) and always (it is a more flexible, automatic Prince and usually stronger than Citadel) buy it when one pile is empty respectively about to empty.
Refurbish - $4
Action
Trash a card from your hand. Gain a card costing up to $1 plus $1 per Refurbish in the trash more than it.
(https://i.imgur.com/FHCQRHm.jpg)QuoteLaser Army ($5, Action - Attack)
+3 Cards
If the Laser token is face down, you may reveal a Gold from your hand to turn it face up.
If the Laser token is face up, each other player gains a Curse.
(it starts face down)
(https://i.imgur.com/CvZDNzg.png)QuoteRefurbish - $4
Action
Trash a card from your hand. Gain a card costing up to $1 plus $1 per copy of this in the trash more than it.
A simple Remodel variant that can get quite powerful.
(https://i.imgur.com/FHCQRHm.jpg)is laser token a global token? ie, like the journey token but it is up or down for everyone?QuoteLaser Army ($5, Action - Attack)
+3 Cards
If the Laser token is face down, you may reveal a Gold from your hand to turn it face up.
If the Laser token is face up, each other player gains a Curse.
(it starts face down)
How is edit 2?
Does this count as fitting this weeks challenge?
(https://i.imgur.com/jNTTysV.png)Edit 2: made it start at 0 cost, but increase by 1 for each turn that passes. I tried this cost structure in order to make it a decision if you want to get it early when it costs a buy that is critical, or later when it is usefulnot doing this edit anymore
(https://i.imgur.com/bHpnMGe.png)
Edit 3: Considering this change to further change games it is in, and make it come into play faster.
(https://i.imgur.com/dE8bOhD.png)
Ha, I blame pandemic brain! Somewhere in there, I had the thought that someone must have posted something along these lines at some point (I'm at least happy that this version is not EXACTLY the same as your posted version)
So, if you want to enter it this, this week, I will happily retract it and come up with something else.
If you don't want to enter it, I'd like to keep it as I do think it has a lot of potential. But would also retract if you ask me to.
(https://i.imgur.com/08cJCqb.png)QuoteRefurbish - $4
Action
Trash a card from your hand. Gain a card costing up to $1 plus $1 per Refurbish in the trash more than it.
A simple Remodel variant that can get quite powerful.
EDIT: Changed the wording. It is still a little bit confusing, but I couldn't find a better way to put it.
Trash a card from your hand. Gain a card costing up to $1 per Refurbish in the trash more than it.
-----
Setup: Put a Refurbish into the trash.
(https://i.imgur.com/08cJCqb.png)QuoteRefurbish - $4
Action
Trash a card from your hand. Gain a card costing up to $1 plus $1 per Refurbish in the trash more than it.
A simple Remodel variant that can get quite powerful.
EDIT: Changed the wording. It is still a little bit confusing, but I couldn't find a better way to put it.
Ha, I blame pandemic brain! Somewhere in there, I had the thought that someone must have posted something along these lines at some point (I'm at least happy that this version is not EXACTLY the same as your posted version)
So, if you want to enter it this, this week, I will happily retract it and come up with something else.
If you don't want to enter it, I'd like to keep it as I do think it has a lot of potential. But would also retract if you ask me to.
Feel free to present the card in this contest. Good luck!
(https://i.imgur.com/5rFKRVt.png)
(https://i.imgur.com/FHCQRHm.jpg)QuoteLaser Army ($5, Action - Attack)
+3 Cards
If the Laser token is face down, you may reveal a Gold from your hand to turn it face up.
If the Laser token is face up, each other player gains a Curse.
(it starts face down)
EDIT: The laser token is global.
(https://i.imgur.com/wKwdkj1.png)QuoteCenturion
Action - Command
$6
Choose one: +1 Action and trash a card from your hand or play a non-Command Action card from the supply costing up to $1 per differently-named card in the trash, leaving it there.
A command card with a twist. Instead of emulating cards within a specific price range, its power depends on how many different cards are in the trash. And to ensure that cards go into the trash, it can non-terminally trash one card. So, early in the game, you're probably going to be using it primarily for the trashing (unless there's other trashing available), in which case it functions like an overpriced Goatherd without the ability to draw. However, once there's several different cards in the trash, it can be a strong emulator. In most kingdoms it'll be pretty easy to get this at least as strong as Band of Misfits (which would require only 4 differently-named cards, for example, Copper, Estate and two other cheap cards, a Curse and Silver if nothing else) or Overlord (which requires a fifth card). In kingdoms with Shelters and/or Looters, it can quickly become very powerful. Also, like Overlord and Captain, but unlike Band of Misfits, it works very well with cost reduction
Just to make sure I understand the card correctly: assuming you have two Refurbishes in hand and there are none in the trash, if you trash one Refurbish with the other, can you gain a $6 cost card?Yes, that is how it is supposed to work.
(https://i.imgur.com/5rFKRVt.png)
Cool card, but it doesn't fit the contest, which requires that it be something that affects all players equally in most cases. This refers to your own Exile mat, meaning each player's Horsemaster would have a different strength, depending on how many Horses are in their own Exile mat
(https://i.ibb.co/p1RbZkk/Hunter.png) | Hunter $3* – Action Quote
|
SubmissionI think this is going to be problematic. There are 2 ways that Study can be activated: Either you are steadily buying Studies, which means you probably have a way to generate a bunch of actions - and then the benefit doesn't do a whole lot, so it was probably not worth it to go for Studies in the first place.
(https://files.coding4.coffee/selif/8h2zawn5.png)QuoteStudy | Action | $2
+2 Cards
If this is the first time you played a Study this turn, +1 Buy
If the Study supply pile is empty, +1 Action
The other scenario is dumping a lot of Studies into your deck in a single turn. If this is feasible, then the player who does it probably gets a game-deciding advantage, and that doesn't sound like a lot of fun.
I really liked the second version. Sure, in some Kingdoms Buys are easy to come by early and at 5/2 without any decent 2 this is also automatic. But more often than not, it provides agonizing decisions.Does this count as fitting this weeks challenge?Decision making concerning Projects revolves around IF and WHEN to buy it. Stuff with green like Road Network and Crop Rotation has the focus on when, timing is tricky with those.
(https://i.imgur.com/jNTTysV.png)
Your card makes the timing utterly trivial. You will never buy it early (which can make sense with the two aforementioned Projects) and always (it is a more flexible, automatic Prince and usually stronger than Citadel) buy it when one pile is empty respectively about to empty.
How is edit 2?
Market Dealer $3 Action
+1 card +1 coin
If you have 4 or more cards in play +1 card per card over 4.
- The activation should be irreversible in most cases and not based on transient conditions.
- All copies of the card should be activated for all players once the specific trigger is met.
Yup, you are right. Will take offMarket Dealer $3 Action
+1 card +1 coin
If you have 4 or more cards in play +1 card per card over 4.
I'm pretty sure this doesn't qualify.
- The activation should be irreversible in most cases and not based on transient conditions.
- All copies of the card should be activated for all players once the specific trigger is met.
This fits neither of those qualifications. This uses a transient, player-specific condition similar to Conspirator, which was specifically listed as an example of something that doesn't qualify.
My Submission:
(https://i.ibb.co/p1RbZkk/Hunter.png) Hunter
$3* – ActionQuote
+2 Cards
+1 Card per empty Supply pile.
You may trash this to gain a card
costing up to $1 more than it.
---------------------------
This costs $1 more per
empty Supply pile.
My Submission:
(https://i.ibb.co/p1RbZkk/Hunter.png) Hunter
$3* – ActionQuote
+2 Cards
+1 Card per empty Supply pile.
You may trash this to gain a card
costing up to $1 more than it.
---------------------------
This costs $1 more per
empty Supply pile.
I do like the idea of these cards that "power up" costing more based on the power up, like Community and Hunter as I think it makes an interesting decision on when to buy - getting them early when they might be weak, but at a discount, for their later powered up state. So you've got my vote there.
But I might suggest trying to avoid being strictly better than any of the official cards during any of the "ages" of the card; i.e. In Hunter's case, with one empty supply pile, it is is "strictly better" than Smithy.
Barter Town - $5
Action
+1 Card
+1 Action
Trash a card from your hand to pick a type it has. For each differently named card of that type in the trash, +1 Card. Then, discard that many cards.
My Submission:
(https://i.ibb.co/p1RbZkk/Hunter.png) Hunter
$3* – ActionQuote
+2 Cards
+1 Card per empty Supply pile.
You may trash this to gain a card
costing up to $1 more than it.
---------------------------
This costs $1 more per
empty Supply pile.
I do like the idea of these cards that "power up" costing more based on the power up, like Community and Hunter as I think it makes an interesting decision on when to buy - getting them early when they might be weak, but at a discount, for their later powered up state. So you've got my vote there.
But I might suggest trying to avoid being strictly better than any of the official cards during any of the "ages" of the card; i.e. In Hunter's case, with one empty supply pile, it is is "strictly better" than Smithy.
You mean like how City is strictly better than both Laboratory and Lost City when Supply piles are empty?
(https://live.staticflickr.com/65535/51150688025_5482961dca_b.jpg)This is a cantrip trasher with a Fugitive on top (and the potential to be stronger, Forum or more). Fugitive is stronger than Junk Dealer‘s Peddler, although the relative value of sifting as opposed to economy decreases with good trashing in the Kingdom.QuoteBarter Town - $5
Action
+1 Card
+1 Action
Trash a card from your hand to pick a type it has. For each differently named card of that type in the trash, +1 Card. Then, discard that many cards.
Junk Dealer variant. Can act as a super sifter if the trash is set up properly. Everyone with a Barter Town benefits from a full trash. Feedback appreciated.
Edit: Thinking of giving it a +Buy, because it feels like it may need it. Not sure.
My Submission:
(https://i.ibb.co/p1RbZkk/Hunter.png) Hunter
$3* – ActionQuote
+2 Cards
+1 Card per empty Supply pile.
You may trash this to gain a card
costing up to $1 more than it.
---------------------------
This costs $1 more per
empty Supply pile.
I do like the idea of these cards that "power up" costing more based on the power up, like Community and Hunter as I think it makes an interesting decision on when to buy - getting them early when they might be weak, but at a discount, for their later powered up state. So you've got my vote there.
But I might suggest trying to avoid being strictly better than any of the official cards during any of the "ages" of the card; i.e. In Hunter's case, with one empty supply pile, it is is "strictly better" than Smithy.
You mean like how City is strictly better than both Laboratory and Lost City when Supply piles are empty?
Sure, good point. There is a difference though. When supply piles are empty, City is (effectively) strictly worse at the same cost. So strategically you need to decide whether to buy the card early at a premium or wait until it's powered up.
In the case of Hunter (and Community), if you get the card early, it's at a discount, instead.
Put another way, City is strictly worse, then strictly better. Changing costs cards should try to be balanced (and therefore not strictly better or worse) at all "ages". (at least, in my opinion)
(https://imgur.com/Wvd3EaB.png)
Theatre "plays the part" of whatever cards are missing from the supply, be it draw cards, villages, or extra buys. If your kingdom is missing draw, this is a lab for $5, missing +actions, this is a village at $3, lost city for $6, market square for $3, etc. The more the supply lacks, the stronger, and more expensive, this card is. Meaning on boards with draw, actions, and buys, you can buy this as a cantrip for $2, empty the respective piles, and then this card effectively becomes the card you just emptied.
I rolled 50 sample kingdoms to get a quick feel for the number of conditions that one would expect Theatre to have met at the start of the game in any given kingdom. In 22 boards, none of the three conditions were met (there were draw, village, and +buy cards in the supply). In 20, one was met. In 7, two were met. And in only 1 were there no cards with +2 cards, +2 actions, or +1 buy. This means that in a plurality of games, this starts out as a cantrip, with room to get stronger as supplies empty. On average this card costs ~$3.5 at the start of the game.
This card is one taken from my Industrialization expansion, found here (http://forum.dominionstrategy.com/index.php?topic=20619.0), I hope that is acceptable as to the fan card contest rules.
(https://i.imgur.com/08cJCqb.png)QuoteRefurbish - $4
Action
Trash a card from your hand. Gain a card costing up to $1 plus $1 per Refurbish in the trash more than it.
A simple Remodel variant that can get quite powerful.
EDIT: Changed the wording. It is still a little bit confusing, but I couldn't find a better way to put it.
The second 'up to' is certainly not required. The problem with your phrasing is that you say 'costs up to [...] more plus [...]', i.e., you finish saying 'up to 1$ more' and then modify that later. faust's wording is more correct in that it says 'up to [...] more'. it depends on whether you value awkwardness vs. imprecision. I agree that faust's phrasing is very awkward.
A much better phrasing would be 'up to X more than it, where X is one plus the number of Refurbish in the trash', but sadly dominion cards don't use X phrasings.
I love this card but it is significantly stronger in 2P than in 3P.
I love this card but it is significantly stronger in 2P than in 3P.
why?
honestly there is no reason why you would ever want this card even in 2p, unless there are other cards depleting Ruins. having to play it 5 times before it works is too high a price for the payoff
honestly there is no reason why you would ever want this card even in 2p, unless there are other cards depleting Ruins. having to play it 5 times before it works is too high a price for the payoff
I love this card but it is significantly stronger in 2P than in 3P.
why?
Because the Ruins run out faster in 2P, because there's less of them in the pile and Reconstruction depletes the pile at the same rate regardless of player count.
However, I disagree and think it's equally balanced regardless of player count. City and Animal Fair don't do anything to help empty piles, and piles run out faster with higher player counts. Likewise, the fact that there are more players potentially using Reconstruction helps offset the bigger Ruins pile.
However, the biggest flaw that I see (especially for this particular contest) is that this card won't play the same for everyone in most cases. Even if each player buys one copy and plays it the same number of turns before the Ruins pile is empty, so that they have the same number of Ruins on their mat, it's improbable that they'll have the same Ruins on their mat. This means that each person will have a different set of options for how to play it
You also exile a ruins on gain, though.
I love this card but it is significantly stronger in 2P than in 3P.
why?
Because the Ruins run out faster in 2P, because there's less of them in the pile and Reconstruction depletes the pile at the same rate regardless of player count.
However, I disagree and think it's equally balanced regardless of player count. City and Animal Fair don't do anything to help empty piles, and piles run out faster with higher player counts. Likewise, the fact that there are more players potentially using Reconstruction helps offset the bigger Ruins pile.
However, the biggest flaw that I see (especially for this particular contest) is that this card won't play the same for everyone in most cases. Even if each player buys one copy and plays it the same number of turns before the Ruins pile is empty, so that they have the same number of Ruins on their mat, it's improbable that they'll have the same Ruins on their mat. This means that each person will have a different set of options for how to play it
If only one person buys it, it's definitely much stronger in 2P, but if everyone buys a copy, it's not that much stronger, I don't think. In 2P, if both players buy one copy, it takes a total of 4 plays to deplete the Ruins pile (starts off with 10 cards, 2 are Exiled with buys, leaving eight), which would average out at 2 plays per player, in 3P, if all three players buy one copy, it takes a total of 9 plays ((20-3)/2 = 8.5), 3 plays per player
Actually, I'd argue that it might be *stronger* in 3P than in 2P for this reason. If each player buys one copy, then in 2P, assuming an even split of plays, each player will have 5 Ruins in their Exile mat. In 3P, each player will have 7 Ruins in their Exile mat. In the later scenario, there's a greater chance of having a better variety of Ruins
(https://imgur.com/Wvd3EaB.png)
Theatre "plays the part" of whatever cards are missing from the supply, be it draw cards, villages, or extra buys. If your kingdom is missing draw, this is a lab for $5, missing +actions, this is a village at $3, lost city for $6, market square for $3, etc. The more the supply lacks, the stronger, and more expensive, this card is. Meaning on boards with draw, actions, and buys, you can buy this as a cantrip for $2, empty the respective piles, and then this card effectively becomes the card you just emptied.
I rolled 50 sample kingdoms to get a quick feel for the number of conditions that one would expect Theatre to have met at the start of the game in any given kingdom. In 22 boards, none of the three conditions were met (there were draw, village, and +buy cards in the supply). In 20, one was met. In 7, two were met. And in only 1 were there no cards with +2 cards, +2 actions, or +1 buy. This means that in a plurality of games, this starts out as a cantrip, with room to get stronger as supplies empty. On average this card costs ~$3.5 at the start of the game.
This card is one taken from my Industrialization expansion, found here (http://forum.dominionstrategy.com/index.php?topic=20619.0), I hope that is acceptable as to the fan card contest rules.
I remember this card from when you presented it in your set expansion thread. I like it more than the last time, but I am not sure whether you've changed something.
How do you count optional, conditional and hidden (covered cards in mixed piles) abilities? I think, I have asked the latter part the last time and wasn't happy with your definition that hidden cards are not in the Supply, or something like that.
(https://imgur.com/Wvd3EaB.png)
Theatre "plays the part" of whatever cards are missing from the supply, be it draw cards, villages, or extra buys. If your kingdom is missing draw, this is a lab for $5, missing +actions, this is a village at $3, lost city for $6, market square for $3, etc. The more the supply lacks, the stronger, and more expensive, this card is. Meaning on boards with draw, actions, and buys, you can buy this as a cantrip for $2, empty the respective piles, and then this card effectively becomes the card you just emptied.
I rolled 50 sample kingdoms to get a quick feel for the number of conditions that one would expect Theatre to have met at the start of the game in any given kingdom. In 22 boards, none of the three conditions were met (there were draw, village, and +buy cards in the supply). In 20, one was met. In 7, two were met. And in only 1 were there no cards with +2 cards, +2 actions, or +1 buy. This means that in a plurality of games, this starts out as a cantrip, with room to get stronger as supplies empty. On average this card costs ~$3.5 at the start of the game.
This card is one taken from my Industrialization expansion, found here (http://forum.dominionstrategy.com/index.php?topic=20619.0), I hope that is acceptable as to the fan card contest rules.
I remember this card from when you presented it in your set expansion thread. I like it more than the last time, but I am not sure whether you've changed something.
How do you count optional, conditional and hidden (covered cards in mixed piles) abilities? I think, I have asked the latter part the last time and wasn't happy with your definition that hidden cards are not in the Supply, or something like that.
Yes, the card has been changed since the last time you commented I believe. I made it explicitly refer to text on the card, which solves the concern you were having. As to your second point, this is not my definition and is not ambiguous. Hidden cards are not in the Supply. The Supply consists of all the cards a player is able to buy in a game, and split piles explicitly state that only the top card of a pile can be bought or gained. The wiki even states "although the entirety of any Supply pile is physically part of the Supply, only the top card of any pile is considered to be 'in the Supply'." Every other card that references the Supply (Overlord, Lurker, etc) without exception doesn't consider anything but the top card of a pile as part of the Supply, and there is nothing in the wording of Theatre that would suggest any other reading, so I don't think there is any issue here.
Split pile: 5 Boroughs on top of 5 Town Halls.
(https://i.ibb.co/3YWQZ2K/image.png) (https://i.ibb.co/37mgNqB/image.png)
Borough
$3 - Action
+2 Actions
Draw until you have 4 cards in hand.
If Town Hall is on top of its Supply pile, +1 Card.
If its Supply pile is empty, +2 Cards.
Town Hall
$4 - Action
+1 Action
+$1 per Action card in play
(https://imgur.com/Wvd3EaB.png)
Theatre "plays the part" of whatever cards are missing from the supply, be it draw cards, villages, or extra buys. If your kingdom is missing draw, this is a lab for $5, missing +actions, this is a village at $3, lost city for $6, market square for $3, etc. The more the supply lacks, the stronger, and more expensive, this card is. Meaning on boards with draw, actions, and buys, you can buy this as a cantrip for $2, empty the respective piles, and then this card effectively becomes the card you just emptied.
I rolled 50 sample kingdoms to get a quick feel for the number of conditions that one would expect Theatre to have met at the start of the game in any given kingdom. In 22 boards, none of the three conditions were met (there were draw, village, and +buy cards in the supply). In 20, one was met. In 7, two were met. And in only 1 were there no cards with +2 cards, +2 actions, or +1 buy. This means that in a plurality of games, this starts out as a cantrip, with room to get stronger as supplies empty. On average this card costs ~$3.5 at the start of the game.
This card is one taken from my Industrialization expansion, found here (http://forum.dominionstrategy.com/index.php?topic=20619.0), I hope that is acceptable as to the fan card contest rules.
I remember this card from when you presented it in your set expansion thread. I like it more than the last time, but I am not sure whether you've changed something.
How do you count optional, conditional and hidden (covered cards in mixed piles) abilities? I think, I have asked the latter part the last time and wasn't happy with your definition that hidden cards are not in the Supply, or something like that.
Yes, the card has been changed since the last time you commented I believe. I made it explicitly refer to text on the card, which solves the concern you were having. As to your second point, this is not my definition and is not ambiguous. Hidden cards are not in the Supply. The Supply consists of all the cards a player is able to buy in a game, and split piles explicitly state that only the top card of a pile can be bought or gained. The wiki even states "although the entirety of any Supply pile is physically part of the Supply, only the top card of any pile is considered to be 'in the Supply'." Every other card that references the Supply (Overlord, Lurker, etc) without exception doesn't consider anything but the top card of a pile as part of the Supply, and there is nothing in the wording of Theatre that would suggest any other reading, so I don't think there is any issue here.
I don't know if this disqualifies the card, but it can become worse over-time. For example, Settlers/Bustling village means Theatre could start off as a village and get worse over time when Settlers are done but Bustling village is not.
I like the idea a lot and hope it's still qualified.
(https://imgur.com/Wvd3EaB.png)
Theatre "plays the part" of whatever cards are missing from the supply, be it draw cards, villages, or extra buys. If your kingdom is missing draw, this is a lab for $5, missing +actions, this is a village at $3, lost city for $6, market square for $3, etc. The more the supply lacks, the stronger, and more expensive, this card is. Meaning on boards with draw, actions, and buys, you can buy this as a cantrip for $2, empty the respective piles, and then this card effectively becomes the card you just emptied.
I rolled 50 sample kingdoms to get a quick feel for the number of conditions that one would expect Theatre to have met at the start of the game in any given kingdom. In 22 boards, none of the three conditions were met (there were draw, village, and +buy cards in the supply). In 20, one was met. In 7, two were met. And in only 1 were there no cards with +2 cards, +2 actions, or +1 buy. This means that in a plurality of games, this starts out as a cantrip, with room to get stronger as supplies empty. On average this card costs ~$3.5 at the start of the game.
This card is one taken from my Industrialization expansion, found here (http://forum.dominionstrategy.com/index.php?topic=20619.0), I hope that is acceptable as to the fan card contest rules.
I remember this card from when you presented it in your set expansion thread. I like it more than the last time, but I am not sure whether you've changed something.
How do you count optional, conditional and hidden (covered cards in mixed piles) abilities? I think, I have asked the latter part the last time and wasn't happy with your definition that hidden cards are not in the Supply, or something like that.
Yes, the card has been changed since the last time you commented I believe. I made it explicitly refer to text on the card, which solves the concern you were having. As to your second point, this is not my definition and is not ambiguous. Hidden cards are not in the Supply. The Supply consists of all the cards a player is able to buy in a game, and split piles explicitly state that only the top card of a pile can be bought or gained. The wiki even states "although the entirety of any Supply pile is physically part of the Supply, only the top card of any pile is considered to be 'in the Supply'." Every other card that references the Supply (Overlord, Lurker, etc) without exception doesn't consider anything but the top card of a pile as part of the Supply, and there is nothing in the wording of Theatre that would suggest any other reading, so I don't think there is any issue here.
I don't know if this disqualifies the card, but it can become worse over-time. For example, Settlers/Bustling village means Theatre could start off as a village and get worse over time when Settlers are done but Bustling village is not.
I like the idea a lot and hope it's still qualified.
Split pile: 5 Boroughs on top of 5 Town Halls.
(https://i.ibb.co/3YWQZ2K/image.png) (https://i.ibb.co/37mgNqB/image.png)
Borough
$3 - Action
+2 Actions
Draw until you have 4 cards in hand.
If Town Hall is on top of its Supply pile, +1 Card.
If its Supply pile is empty, +2 Cards.
Town Hall
$4 - Action
+1 Action
+$1 per Action card in play
Reconstruction has some similarity to my Kingsman card and its associated Equipment cards, which I have presented here (http://forum.dominionstrategy.com/index.php?topic=20732.0) (and which are unfortunately ignored). In a similar way, I would try to gradually upgrade Reconstruction, i.e. use Ruins already before the pile is empty. It's power then increases over time with more Ruins in Exile. Don't ask me about the details...I feel like this shouldn't be a problem. The functionality is the same for both players. You wouldn't say that Throne Room plays differently for everyone because everyone has a different deck composition.
Edit: I just saw this:
However, the biggest flaw that I see (especially for this particular contest) is that this card won't play the same for everyone in most cases. Even if each player buys one copy and plays it the same number of turns before the Ruins pile is empty, so that they have the same number of Ruins on their mat, it's improbable that they'll have the same Ruins on their mat. This means that each person will have a different set of options for how to play it
This makes it hard to fit to the rules of this contest round.
Split pile: 5 Boroughs on top of 5 Town Halls.
(https://i.ibb.co/3YWQZ2K/image.png) (https://i.ibb.co/37mgNqB/image.png)
Borough
$3 - Action
+2 Actions
Draw until you have 4 cards in hand.
If Town Hall is on top of its Supply pile, +1 Card.
If its Supply pile is empty, +2 Cards.
Town Hall
$4 - Action
+1 Action
+$1 per Action card in play
Split pile: 5 Boroughs on top of 5 Town Halls.
(https://i.ibb.co/3YWQZ2K/image.png) (https://i.ibb.co/37mgNqB/image.png)
Borough
$3 - Action
+2 Actions
Draw until you have 4 cards in hand.
If Town Hall is on top of its Supply pile, +1 Card.
If its Supply pile is empty, +2 Cards.
Town Hall
$4 - Action
+1 Action
+$1 per Action card in play
Is Town Hall not the same issue as Wolflover's card "Market Dealer" being that it is not?:
The activation should be irreversible in most cases and not based on transient conditions.
All copies of the card should be activated for all players once the specific trigger is met.
Borough is cool but Town Hall gives way way way too much coin. It's common to play 15+ action cards per turn, or even more, meaning Town Hall is like a Fortune that costs $4.Borough/Town Hall deliberately don't give any +Buys, but agreed after some meditation. Modified to give $1 per unique card: baseline case is Borough + Town Hall => Action Silver that can be replaced with the next Borough; if you manage to insert another Action in between, it's Action Gold.
So, this is my participation: a split pile with 5 Voyager and 5 Old Sapphire.
(https://www.zupimages.net/up/21/18/9i2m.png) (https://www.zupimages.net/up/21/18/hsoi.png)
Once you arrive at the midle of the spit pile, Voyager can now give you Old Sapphire if you want (but you still have the choice if you prefer to trash). And then, once the Pile is over; Old Sapphires became better than Gold and you can start to make megaturns with their +Buy and all the Coffers you gather.
Hope you'll like them and thank you for this WDC.
(https://www.zupimages.net/up/21/18/gmpk.png) (https://www.zupimages.net/up/21/18/hsoi.png)
(https://www.zupimages.net/up/21/18/gmpk.png) (https://www.zupimages.net/up/21/18/hsoi.png)
Shouldn't there be a "non-Victory card" limit on Voyager? Rebuild is (more than) all the non-terminal Province trashing I need.
Shouldn't there be a "non-Victory card" limit on Voyager? Rebuild is (more than) all the non-terminal Province trashing I need.
Voyager also refers to "Old Saphir" in its text instead of Old Sapphire.Yes; I think I've posted the wrong version of the card.
(https://www.zupimages.net/up/21/18/gmpk.png) (https://www.zupimages.net/up/21/18/hsoi.png)
Shouldn't there be a "non-Victory card" limit on Voyager? Rebuild is (more than) all the non-terminal Province trashing I need.
Voyager also refers to "Old Saphir" in its text instead of Old Sapphire.
Card-I-am-about-to-update-with-name-and-image-probably-tomorrow - Night - Duration - 5$I've thought about doing something with a condition like that. I find it hard to determine whether this would actually be interesting.
At the start of your next turn, +1 Card per Supply pile with at most five cards in it.
Yes though I strongly dislike Treasures that only do non-treasure-y things. It could be an Action, but is that preferable?I feel like it is preferable to use as few extra mechanics as reasonably possible.
I agree with that statement, but the card with night type no longer is an Action card and has the same number of types, so is it more mechanics or just different ones?The Night phase only appears in one expansion, this is why it counts as an extra mechanic in my head (as opposed to, say, Durations or Events). I can see how one might argue differently though.
Pirate Fleet
$3 - Action-Attack
Each other player trashes a Silver from their hand (or reveals a hand with none).
Choose one: +1 Action and add a token to the Fleet Mat; or +$ equal to the number of tokens on the Fleet Mat divided by the number of players (rounded down).
Bond (Treasure, $5*)
+$1
+1 Buy
When you play this, +$1 per Coffer token on the Bond pile.
This turn, when you buy a Card costing $6 or more, add a Coffer token to the Bond pile.
---
This costs $1 more per Coffer token on the Bond pile.
This all feels a bit wordy - not sure if there's a nicer way of phrasing all of this.
Bond (Treasure, $5*)
+$1
+1 Buy
When you play this, +$1 per Coffer token on the Bond pile.
This turn, when you buy a Card costing $6 or more, add a Coffer token to the Bond pile.
---
This costs $1 more per Coffer token on the Bond pile.
This all feels a bit wordy - not sure if there's a nicer way of phrasing all of this.
(https://i.imgur.com/G16BuUz.png)This looks weaker than Pirate Ship due to the scaling:QuotePirate Fleet
$3 - Action-Attack
Each other player trashes a Silver from their hand (or reveals a hand with none).
Choose one: +1 Action and add a token to the Fleet Mat; or +$ equal to the number of tokens on the Fleet Mat divided by the number of players (rounded down).
The type of token you use doesn't matter - it's just a tracking mechanism. This card also requires a communal Fleet Mat.
But a Pirate Ship variant for $3? And you can even build up its value and use the coins in a single turn without a Village! It always has the option to increase value (rather than being dependent on trashing a Treasure from an opponent), and it can also trash Treasure from an opponent's hand. That seems too good - what's the catch?
You're not just helping yourself - you're building up the Fleet Mat for everyone (similar to Trade Route). And you can't trash an opponent's Gold, Platinum, or Kingdom Treasures - only Silver. But using the coin option is terminal and you don't get +Buy, so you don't want to fill your deck with too many of them (but you also don't want your opponents getting too many of them).
So especially in 3+ player games, you will mostly want to skip Silver and find other ways to get up to $5 and $6 cards. But you can't ignore the Pirate Fleet, or your opponents will be able to cash in. Can you let them build it up, but then buy a few of the cards and cash in yourself later in the game when it's more valuable? Timing is important.
Bond (Treasure, $5*)
+$1
+1 Buy
When you play this, +$1 per Coffer token on the Bond pile.
This turn, when you buy a Card costing $6 or more, add a Coffer token to the Bond pile.
---
This costs $1 more per Coffer token on the Bond pile.
This all feels a bit wordy - not sure if there's a nicer way of phrasing all of this.
A couple suggestions for wording, to improve phrasing:
- you don't need to say "when you play this".
- you don't say "Coffers token", but when they are used for tracking, they are called "Coin token".
- instead of "this turn", generally cards use "While this is in play," even though it actually uses more words (and then goes below a line)
Also, this doesn't seem like a very desirable card. Paying $5 for +$1, +Buy is a lot. And it also gets hard to buy a $6 card with effectively a Copper. Even after 2 tokens are added, it's +$3, +Buy (which is similar to a Gold), but now costs $8. It doesn't "break even" until 4 tokens are on it (then it's Platinum with +Buy, i.e. costing $9 and worth $5). I think you could probably have the card cost $3 or $4 instead of $5. Or if you want to leave it at $5, then it has to give +$2, +Buy.
(https://i.imgur.com/G16BuUz.png)This looks weaker than Pirate Ship due to the scaling:QuotePirate Fleet
$3 - Action-Attack
Each other player trashes a Silver from their hand (or reveals a hand with none).
Choose one: +1 Action and add a token to the Fleet Mat; or +$ equal to the number of tokens on the Fleet Mat divided by the number of players (rounded down).
The type of token you use doesn't matter - it's just a tracking mechanism. This card also requires a communal Fleet Mat.
But a Pirate Ship variant for $3? And you can even build up its value and use the coins in a single turn without a Village! It always has the option to increase value (rather than being dependent on trashing a Treasure from an opponent), and it can also trash Treasure from an opponent's hand. That seems too good - what's the catch?
You're not just helping yourself - you're building up the Fleet Mat for everyone (similar to Trade Route). And you can't trash an opponent's Gold, Platinum, or Kingdom Treasures - only Silver. But using the coin option is terminal and you don't get +Buy, so you don't want to fill your deck with too many of them (but you also don't want your opponents getting too many of them).
So especially in 3+ player games, you will mostly want to skip Silver and find other ways to get up to $5 and $6 cards. But you can't ignore the Pirate Fleet, or your opponents will be able to cash in. Can you let them build it up, but then buy a few of the cards and cash in yourself later in the game when it's more valuable? Timing is important.
Alice and Bob buy Silvers, Charlie buy Pirate Fleet. He trashes some Silvers, so Alice and Bob might have to rebuy (although Silver is most of the times just an early stepping stone for better stuff, so they might not care or even appreciate it). After he had trashed NINE Silvers, the card actually becomes worthwhile as a terminal Gold ... but then everybody can buy it!
This needs to get rid of either the scaling or the communal mat aspect to become worthwhile.
Sorry for the delay; it's been a busy end of the week with work. I should have the results up tomorrow.np. thnx for the update