Oblige • $2 • Event
Trash a Treasure from your hand. If you did, gain a Will-O'-Wisp.
Grand Workshop
⑥ Action
Gain a card costing up to
⑤. If it costs ④ or less,
gain a copy of it.
Oblige • $2 • Event
Trash a Treasure from your hand. If you did,
gain a Will-O'-Wisp.
Hi, reporting in! I haven't seen many other contest judgers talk about their opinions on the submitted cards during the submission period; if this isn't looked well upon, I won't continue doing this, but I would like to give feedback on the cards beforehand (not just about eligibility). Just like with feedback from other fellow creators, this is meant as material for the card creators to consider when thinking about improving their submission. I like seeing cool and balanced cards! Future me can worry about having too many good cards to choose from when judging.Quote from: kru5hGrand Workshop
⑥ Action
Gain a card costing up to
⑤. If it costs ④ or less,
gain a copy of it.
This looks like a strong gainer. It may not pile things immediately, but oh boy when we're building I can see that pile pressure being real. It sure lives up to its name.
I've made a ⑤-cost gainer for ⑥ that cares about cost of gained card. This is another interesting take.Quote from: spinefluOblige • $2 • Event
Trash a Treasure from your hand. If you did,
gain a Will-O'-Wisp.
Well. I'd love to double-open this. Trash 2 cards, gain two cards that draw? Gimme gimme gimme. It's like Bonfire, except instead of losing the second Copper, you just draw it with the Wisp* (not always, but you know). The thing about Will-o-Wisps is that having a ton of them means that they draw each other. Who needs Coppers to help them draw, they're just a stack of Labs. I like the idea, but it's too strong.
For future reference, I feel like the judge giving feedback before the judging gives certain people an unfair advantage. I'd prefer if judges refrain from giving feedback to contestants before judging time. The exception is if the wording is unclear; you can't judge a card properly if you don't know what it does, so wording feedback is necessary. Balance and interesting-ness feedback not so much.
Knave: Action, $5
Reveal your hand. Discard a card per Treasure you revealed. Gain a Gold to your hand.
(https://i.imgur.com/xTnpdTth.png) | Quote from: Greed Heir GREEDY HEIR -- $3 | |
(https://i.imgur.com/M2t5Q9ah.png) | Quote from: Will WILL |
Hi, reporting in! I haven't seen many other contest judgers talk about their opinions on the submitted cards during the submission period; if this isn't looked well upon, I won't continue doing this, but I would like to give feedback on the cards beforehand (not just about eligibility). Just like with feedback from other fellow creators, this is meant as material for the card creators to consider when thinking about improving their submission. I like seeing cool and balanced cards! Future me can worry about having too many good cards to choose from when judging.Quote from: kru5hGrand Workshop
⑥ Action
Gain a card costing up to
⑤. If it costs ④ or less,
gain a copy of it.
This looks like a strong gainer. It may not pile things immediately, but oh boy when we're building I can see that pile pressure being real. It sure lives up to its name.
I've made a ⑤-cost gainer for ⑥ that cares about cost of gained card. This is another interesting take.Quote from: spinefluOblige • $2 • Event
Trash a Treasure from your hand. If you did,
gain a Will-O'-Wisp.
Well. I'd love to double-open this. Trash 2 cards, gain two cards that draw? Gimme gimme gimme. It's like Bonfire, except instead of losing the second Copper, you just draw it with the Wisp* (not always, but you know). The thing about Will-o-Wisps is that having a ton of them means that they draw each other. Who needs Coppers to help them draw, they're just a stack of Labs. I like the idea, but it's too strong.
For future reference, I feel like the judge giving feedback before the judging gives certain people an unfair advantage. I'd prefer if judges refrain from giving feedback to contestants before judging time. The exception is if the wording is unclear; you can't judge a card properly if you don't know what it does, so wording feedback is necessary. Balance and interesting-ness feedback not so much.
(https://i.imgur.com/8ugpXic.png)didn't wanna do the trailer park boys joke, to thematically tie it to highway/bridge?
(https://trello-attachments.s3.amazonaws.com/5d34c84e360a440d0d16278b/60c96136c031ad5c23d40edc/12fcf6479b83ee058dc98680221b3967/image.png)Gonna replace my entry with this:QuoteOblige • $2 • Event
Trash a Treasure from your hand. If you did, gain a Will-O'-Wisp.
Concept is "remodel into will-o-wisp".
Balance is "do I trash coppers for a card that draws coppers better? or do I trash a ''better'' treasure for them?"
I initially had this at $3 but then I remembered it's essentially $1 more expensive since you have to hold back a treasure.
Sycophant • $2 • Action
+1 Card
+1 Action
Reveal the top card of your deck. If it's a Sycophant, put it in your hand.
I think this qualifies. Your OP seems to include the possibility of using an Artifact, which would inherently require some card for that Artifact to interact with, so I hope this doesn't violate the only-one-card-to-read rule. I tried to find Renaissance to keep it thematically coherent with that expansion.
Knave: Action, $5
Reveal your hand and discard a card per Treasure you revealed. Gain a Gold to your hand.
Charge | Event | $8Edit: cost changed to $8
Once per game:
Play the top card of each Action Supply pile in any order, leaving them there.
(https://files.coding4.coffee/selif/oa4jnzyf.png)wild that this can play fortune if you've thinned the gladiators, since thats an Action supply pile.QuoteCharge | Event | $10
Once per game:
Play the top card of each Action Supply pile in any order, leaving them there.
Wow, this is probably the most bonkers idea I've submitted. Simple, but totally out of control.
I will point out that this card isn't very strategic at all, in almost every game you're going to want to buy this, and you're going to want to buy this as soon as you can. The point of this event is it's just a fun thing to do. But we have to limit it to once a game, because then it's broken. In games with multiple attacks, you likely want to rush $10 to get this, that's pretty much as far as this goes, strategically. Of course there's cases like Beggar and no trashing, or lots of virtual money but no +buy or gainers that make you think twice about buying this.
In tests with random kingdoms, this works well. Because it happens once, I decided to let it go full-wild (no restrictions on Duration cards -- the buyer will remember and it's easy because they can just look at the entire Supply on their next turn, and no restrictions on Commands -- it wasn't as confusing as I'd thought it'd be).
Open to feedback. I think this counts as simple for the contest? Even if the effect can be complicated.
(https://files.coding4.coffee/selif/oa4jnzyf.png)You seem to think that this card is very strong, but I feel it's overpriced. A lot of Actions are pretty useless when played during the buy phase, I don't think there are many boards where you'd get enough value out of this to buy it at all. It also looks kind of sorry compared to Populate. If this returned you to your Action phase, it might be a different story.QuoteCharge | Event | $10
Once per game:
Play the top card of each Action Supply pile in any order, leaving them there.
Wow, this is probably the most bonkers idea I've submitted. Simple, but totally out of control.
I will point out that this card isn't very strategic at all, in almost every game you're going to want to buy this, and you're going to want to buy this as soon as you can. The point of this event is it's just a fun thing to do. But we have to limit it to once a game, because then it's broken. In games with multiple attacks, you likely want to rush $10 to get this, that's pretty much as far as this goes, strategically. Of course there's cases like Beggar and no trashing, or lots of virtual money but no +buy or gainers that make you think twice about buying this.
(https://files.coding4.coffee/selif/oa4jnzyf.png)You seem to think that this card is very strong, but I feel it's overpriced. A lot of Actions are pretty useless when played during the buy phase, I don't think there are many boards where you'd get enough value out of this to buy it at all. It also looks kind of sorry compared to Populate. If this returned you to your Action phase, it might be a different story.QuoteCharge | Event | $10
Once per game:
Play the top card of each Action Supply pile in any order, leaving them there.
Wow, this is probably the most bonkers idea I've submitted. Simple, but totally out of control.
I will point out that this card isn't very strategic at all, in almost every game you're going to want to buy this, and you're going to want to buy this as soon as you can. The point of this event is it's just a fun thing to do. But we have to limit it to once a game, because then it's broken. In games with multiple attacks, you likely want to rush $10 to get this, that's pretty much as far as this goes, strategically. Of course there's cases like Beggar and no trashing, or lots of virtual money but no +buy or gainers that make you think twice about buying this.
(https://i.imgur.com/KvcFO5F.png)
Hopefully the 21 words is okay. Funny enough, this would have qualified last week too. Anyway, in a normal game this could end up being +2 Cards and +$3, which is cool. Obviously with Platinum, Capitol, or other treasures it could be better. If you don't get your deck trim enough, or if you don't get lucky, it could end up being +2 Cards +$1. Not nearly as cool. You can get yourself some Golds to help it work, but the Coppers could get in the way.
+2 Cards. Choose one: gain a gold; or you may play a Treasure from your hand twice
Wow! That's pretty cool!(https://files.coding4.coffee/selif/oa4jnzyf.png)wild that this can play fortune if you've thinned the gladiators, since thats an Action supply pile.
. . .
Gonna replace my entry with this:
(https://trello-attachments.s3.amazonaws.com/5d34c84e360a440d0d16278b/60ca4355a74bec57ad432c35/6cbdc0adfc07bc4a49bbd65c44863c01/image.png)QuoteSycophant • $2 • Action
+1 Card
+1 Action
Reveal the top card of your deck. If it's a Sycophant, put it in your hand.
Pile is 16 deep, doesn't scale on player count.
Did you know Syncophant only has one 'n' in it? I didn't.
Knave: Action, $5
Reveal your hand and discard a card per Treasure you revealed. Gain a Gold to your hand.
No problems with your submission eligibility-wise. I think it would read nicer and be more consistent with, say, City Quarter and Crossroads, if it were "Reveal your hand. Discard a card per Treasure card revealed."
Dunno. I just played 3 games imagining this was in the kingdom - it was clearly not worth going for this in any of them (not even the one with Way of the Sheep). Don't think $8 would have fixed this. A problem I noticed is that without +buy even the money you get from it is useless.(https://files.coding4.coffee/selif/oa4jnzyf.png)You seem to think that this card is very strong, but I feel it's overpriced. A lot of Actions are pretty useless when played during the buy phase, I don't think there are many boards where you'd get enough value out of this to buy it at all. It also looks kind of sorry compared to Populate. If this returned you to your Action phase, it might be a different story.QuoteCharge | Event | $10
Once per game:
Play the top card of each Action Supply pile in any order, leaving them there.
Wow, this is probably the most bonkers idea I've submitted. Simple, but totally out of control.
I will point out that this card isn't very strategic at all, in almost every game you're going to want to buy this, and you're going to want to buy this as soon as you can. The point of this event is it's just a fun thing to do. But we have to limit it to once a game, because then it's broken. In games with multiple attacks, you likely want to rush $10 to get this, that's pretty much as far as this goes, strategically. Of course there's cases like Beggar and no trashing, or lots of virtual money but no +buy or gainers that make you think twice about buying this.
I looked at Reddit's last three weekly design contests and it was super powerful and totally worth 10. But Events (especially one-time-buy events) can be priced cheaper. Thanks for your feedback, I'll consider it!
Edit: considered and decided to re-price at $8
In games where there is no +buy in the supply, building is not very useful. Of course a high-cost event wouldn't be useful for those kingdoms.Dunno. I just played 3 games imagining this was in the kingdom - it was clearly not worth going for this in any of them (not even the one with Way of the Sheep). Don't think $8 would have fixed this. A problem I noticed is that without +buy even the money you get from it is useless.(https://files.coding4.coffee/selif/oa4jnzyf.png)You seem to think that this card is very strong, but I feel it's overpriced. A lot of Actions are pretty useless when played during the buy phase, I don't think there are many boards where you'd get enough value out of this to buy it at all. It also looks kind of sorry compared to Populate. If this returned you to your Action phase, it might be a different story.QuoteCharge | Event | $10
Once per game:
Play the top card of each Action Supply pile in any order, leaving them there.
Wow, this is probably the most bonkers idea I've submitted. Simple, but totally out of control.
I will point out that this card isn't very strategic at all, in almost every game you're going to want to buy this, and you're going to want to buy this as soon as you can. The point of this event is it's just a fun thing to do. But we have to limit it to once a game, because then it's broken. In games with multiple attacks, you likely want to rush $10 to get this, that's pretty much as far as this goes, strategically. Of course there's cases like Beggar and no trashing, or lots of virtual money but no +buy or gainers that make you think twice about buying this.
I looked at Reddit's last three weekly design contests and it was super powerful and totally worth 10. But Events (especially one-time-buy events) can be priced cheaper. Thanks for your feedback, I'll consider it!
Edit: considered and decided to re-price at $8
Very Good: Ruritania, Class of 20, Birth of a Nation (assuming bought early with +buys from Stockpile), Big Blue (ONLY because of Way of the Turtle. Without Way of the turtle it would be bad), Intersection
(https://abload.de/img/charnelhousecontestx7jx7.png)
Fortunately, you didn't say anything about the artwork being simple.
I have no idea how you generated your Kingdoms.I played random games on ShuffleIT.
*Draw until you have 5 cards in hand.Yup, that was stupid. Thanks for the help. I changed the OP.
Drawing won't change the number of cards you have, only the number you have in hand.
(https://files.coding4.coffee/selif/n7x1xv4n.png)QuoteCharge | Event | $8Edit: cost changed to $8
Once per game:
Play the top card of each Action Supply pile in any order, leaving them there.
Wow, this is probably the most bonkers idea I've submitted. Simple, but totally out of control.
I will point out that this card isn't very strategic at all, in almost every game it's pretty clear if you want to buy this, and if you, you're going to want to buy this as soon as you can. The point of this event is it's just a fun thing to do. But we have to limit it to once a game, because then it's broken in some Kingdoms. In games with multiple attacks that stack, you likely want to rush $8 to get this, that's pretty much as far as this goes, strategically. Of course there's cases like Beggar and no trashing, or lots of virtual money but no +buy or gainers that make you think twice about buying this.
In tests with random kingdoms, this works well. Because it happens once, I decided to let it go full-wild (no restrictions on Duration cards -- the buyer will remember and it's easy because they can just look at the entire Supply on their next turn, and no restrictions on Commands -- it wasn't as confusing as I'd thought it'd be).
Open to feedback. I think this counts as simple for the contest? Even if the effect can be complicated.
Gonna replace my entry with this:
(https://trello-attachments.s3.amazonaws.com/5d34c84e360a440d0d16278b/60ca4355a74bec57ad432c35/6cbdc0adfc07bc4a49bbd65c44863c01/image.png)QuoteSycophant • $2 • Action
+1 Card
+1 Action
Reveal the top card of your deck. If it's a Sycophant, put it in your hand.
Pile is 16 deep, doesn't scale on player count.
Did you know Syncophant only has one 'n' in it? I didn't.
I love this idea!! I don't think it needs to have 16 cards in it, though.
putting another sycophant in your hand increases your hand size, while still being non-terminal. You seed these in your deck correctly and they're labs. While they are a worse will-o-wisp, they're not nearly as useless as you're implying them to be - i take it you've never tried flooding your deck with will-o-wisps?
Gonna replace my entry with this:
(https://trello-attachments.s3.amazonaws.com/5d34c84e360a440d0d16278b/60ca4355a74bec57ad432c35/6cbdc0adfc07bc4a49bbd65c44863c01/image.png)QuoteSycophant • $2 • Action
+1 Card
+1 Action
Reveal the top card of your deck. If it's a Sycophant, put it in your hand.
Pile is 16 deep, doesn't scale on player count.
Did you know Syncophant only has one 'n' in it? I didn't.
I love this idea!! I don't think it needs to have 16 cards in it, though.
Sycophant feels very weak, even at 2. It seems worse than Will-o'-Wisp, even though that's not a Supply card. It doesn't serve much purpose, other than as a Cantrip to replace itself (putting another Sycophant in your hand doesn't improve in any way). I guess the only purpose is that it lets you know the next card in your deck, which can impact whether you play a terminal draw card.
Adventurer
cost $5 - Treasure
$2
Gain a copy of this.
You may trash this to gain a card costing up to $5.
Super Feast like Rats or Magpie.
Laborer - $5
Action
Gain a card costing less than this.
-
This costs $1 more per Laborer you have in play.
Thane - Action, $5 cost.Exactly 20 words if the '2' doesn't count.
You may discard the top 2 cards of your deck. Look through your discard pile; you may play an Action from it twice.
(https://www.zupimages.net/up/21/24/w5vw.png) | I’ve already post this card on an expansion, I let the comment I’ve made about it (with some correction): Quote It’s simple: you buy a Province, I discard a Duchy to gain 2vp. So it’s interesting to buy Duchy right? Sure but since we all start with 3 Estate maybe you’ll give 2vp to the other player while doing so. And if everyone take them and not the Provinces; they won’t be that valuable and there was no real point to buy them. |
(https://i.imgur.com/HWehskF.png)QuoteLaborer - $5
Action
Gain a card costing less than this.
-
This costs $1 more per copy of it you have in play.
Well, Laborer is at worst a $5 gainer, so its baseline is much stronger than Inventor. (note that once you played one, it is already in play and thus costs $6 when the gaining ability activates)(https://i.imgur.com/HWehskF.png)QuoteLaborer - $5
Action
Gain a card costing less than this.
-
This costs $1 more per copy of it you have in play.
Great idea, but isn't it a bit too weak when compared to Inventor (http://wiki.dominionstrategy.com/index.php/Inventor)?
Well, Laborer is at worst a $5 gainer, so its baseline is much stronger than Inventor. (note that once you played one, it is already in play and thus costs $6 when the gaining ability activates)(https://i.imgur.com/HWehskF.png)QuoteLaborer - $5
Action
Gain a card costing less than this.
-
This costs $1 more per copy of it you have in play.
Great idea, but isn't it a bit too weak when compared to Inventor (http://wiki.dominionstrategy.com/index.php/Inventor)?
Adventurer
cost $5 - Treasure
$2
Gain a copy of this.
You may trash this to gain a card costing up to $5.
Super Feast like Rats or Magpie.
(https://i.imgur.com/HWehskF.png)QuoteLaborer - $5
Action
Gain a card costing less than this.
-
This costs $1 more per copy of it you have in play.
What happens if you have 6 Highways in play and one Laborer? Does Laborer cost (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) (-(http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png) and then +(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png)), or (http://wiki.dominionstrategy.com/images/thumb/5/5d/Coin0.png/16px-Coin0.png) (+(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) and then -(http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png))? I'd assume Laborer's passive cost reduction would trigger first (i.e. the former).I will say that you apply all cost modification to the card, and then if it costs less than $0, up the price to $0. So in that example Laborer would cost $0.
(https://trello-attachments.s3.amazonaws.com/5ea9eb17bc2b13322c4e4382/5ea9edac1fa67f224ce782e9/5bef314d84a69bd18fb614c62a70b2d3/Thane.png)QuoteThane - Action, $5 cost.Exactly 20 words if the '2' doesn't count.
You may discard the top 2 cards of your deck. You may play an Action card from your discard pile twice.
I don't see how "cost adjustment happens in the order things were played" isn't the right answer here. Like, canal, then any price changes in the order they occurred during the turn.There is no right answer, as this has not happened with official cards yet. I can share my view on things though.
I don't see how "cost adjustment happens in the order things were played" isn't the right answer here. Like, canal, then any price changes in the order they occurred during the turn.There is no right answer, as this has not happened with official cards yet. I can share my view on things though.
Since the errata happened, "cards cannot cost less than $0" is no longer a rule that is on Bridge, Highway, etc. - rather, it is a global rule. I interpret this rule as saying "whenever a card would have negative $ amount, treat the $ amount as 0". This seems intuitive enough, and it resolves a lot of issues with cost increasers, so it's a good rule to have for fan cards.
I don't think "stuff happens in the order things were played" is intuitive, because there is no precedent for this. if I played a Haggler and a Livery on a turn, and I buy a Province, it's not the case that the card I played first activates first; instead, I get to choose the order. So introducing a "first effect played resolves first" rule here would be weirdly in contradiction with how all the other effects resolve. Now, choosing the order of effects of cost reduction/increase for every card individually is of course impossible. The beauty with my rule (as i see it) is that we don't have to care about order of effects.
This is also good because there are times where it would be hard to remember what effect happened when, if for some reason the cards have left play. It's not good to introduce another thing that needs to be tracked if you can avoid it.
I don't see how "cost adjustment happens in the order things were played" isn't the right answer here. Like, canal, then any price changes in the order they occurred during the turn.There is no right answer, as this has not happened with official cards yet. I can share my view on things though.
Since the errata happened, "cards cannot cost less than $0" is no longer a rule that is on Bridge, Highway, etc. - rather, it is a global rule. I interpret this rule as saying "whenever a card would have negative $ amount, treat the $ amount as 0". This seems intuitive enough, and it resolves a lot of issues with cost increasers, so it's a good rule to have for fan cards.
I don't think "stuff happens in the order things were played" is intuitive, because there is no precedent for this. if I played a Haggler and a Livery on a turn, and I buy a Province, it's not the case that the card I played first activates first; instead, I get to choose the order. So introducing a "first effect played resolves first" rule here would be weirdly in contradiction with how all the other effects resolve. Now, choosing the order of effects of cost reduction/increase for every card individually is of course impossible. The beauty with my rule (as i see it) is that we don't have to care about order of effects.
This is also good because there are times where it would be hard to remember what effect happened when, if for some reason the cards have left play. It's not good to introduce another thing that needs to be tracked if you can avoid it.
Haggler + Livery is a poor example because Haggler triggers on-buy, before gaining the bought card, whereas Livery triggers on-gain, so Haggler would trigger before Livery no matter which order they were played in.
That aside, "stuff happens in the order things were played" doesn't make sense for the Highway + Laborer example because Laborer's cost increase is a constant thing that's always happening, not something with a specific timing like Bridge's cost reduction. Likewise Highway's cost reduction is also not an event like that of Bridge, it's an ongoing effect.
For this reason, the interaction between Bridge and Laborer is clearer than the interaction between Highway and Laborer imo. It seems to me like common sense that an ongoing effect would occur before an on-play event (i.e. Laborer's cost increasing effect would trigger before Bridge's cost reduction), but the order to resolve two opposing ongoing effects isn't so clear. Of course, your ruling that the "but not less than (http://wiki.dominionstrategy.com/images/thumb/5/5d/Coin0.png/16px-Coin0.png)" occurs at the very end after counting up all the cost-changing effects rather than after each individual cost-changing effect makes a lot of sense and solves the issue perfectly.
@faust's Laborer: I'm skimming through the discussion. I hope my comments on this are not unwelcome. What if we say that cost-increasing happens before cost-reduction, as a general rule? I'm not too versed with strange costs (Wayfarer mostly), but this seems like it should solve problems.Sure, it can be ruled that way, but in effect that rule will produce precisely the same outcomes as the rule I suggested - unless there is ever a cost-increasing effect that says "but not more than $X".
@faust's Laborer: I'm skimming through the discussion. I hope my comments on this are not unwelcome. What if we say that cost-increasing happens before cost-reduction, as a general rule? I'm not too versed with strange costs (Wayfarer mostly), but this seems like it should solve problems.
@faust's Laborer: I'm skimming through the discussion. I hope my comments on this are not unwelcome. What if we say that cost-increasing happens before cost-reduction, as a general rule? I'm not too versed with strange costs (Wayfarer mostly), but this seems like it should solve problems.
I guess it's not my card / not my call, but picture what this looks like in terms of the dominion dot games log - all the sudden you're inserting events before the card is played. Likewise Gubump's proposal - it creates this weird inconsistency where the whole turn needs to be evaluated in one go (despite not being complete),
@faust's Laborer: I'm skimming through the discussion. I hope my comments on this are not unwelcome. What if we say that cost-increasing happens before cost-reduction, as a general rule? I'm not too versed with strange costs (Wayfarer mostly), but this seems like it should solve problems.
I guess it's not my card / not my call, but picture what this looks like in terms of the dominion dot games log - all the sudden you're inserting events before the card is played. Likewise Gubump's proposal - it creates this weird inconsistency where the whole turn needs to be evaluated in one go (despite not being complete),
You don't need to evaluate the future. You only need to evaluate everything that's happened prior in the turn...just like you have to do with +Actions, +(http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png), and +Buys, among other things.
you do if you play enough cost reduction and then play cost increases. Everything else does not require this evaluation filter of "is the cost less than zero? if so, its now zero, but if you increase the cost, it was not presently zero"Since this discussion is kind of spamming the thread at this point, I have split it off into a separate thread (http://forum.dominionstrategy.com/index.php?topic=20827.msg871709#msg871709) where I gave my reply. For the purposes of my submission to this contest, my ruling stands.
[...]
https://imgur.com/a/rvLF6oV (https://imgur.com/a/rvLF6oV)
Sentinel ($4)
Action - Duration
Now and at the start of your next turn: Exile a card from your hand, then +1 Card per $2 it costs (rounded down).
24 words and counting, and it only seems to use 5 lines :)
(Had to use a link cause my stupid brain couldn't figure out how to load the image directly, sorry)
ever wanted your Silvers to be cantrips? who hasn't, these days. just line them up with one of these and there you go.I don't think this is going to work out. The main reason is that it is so bad when it fails to connect to Silver. I would try it at "+1 card, +1 action, you may play a Silver from your hand for +1 card". It can still probably cost $3 as it's not a particularly compelling opener.
(https://i.imgur.com/bEiJGmE.png)
thought about something similar for last week's contest but forgot to post in time. i feel like this is balanced, not sure if it's all that interesting, but it definitely can help smooth out a deck relying on treasure payload (yes, you get the 2 money from playing the silver)
ever wanted your Silvers to be cantrips? who hasn't, these days. just line them up with one of these and there you go.I don't think this is going to work out. The main reason is that it is so bad when it fails to connect to Silver. I would try it at "+1 card, +1 action, you may play a Silver from your hand for +1 card". It can still probably cost $3 as it's not a particularly compelling opener.
(https://i.imgur.com/bEiJGmE.png)
thought about something similar for last week's contest but forgot to post in time. i feel like this is balanced, not sure if it's all that interesting, but it definitely can help smooth out a deck relying on treasure payload (yes, you get the 2 money from playing the silver)
I think i like the baron route more: otherwise you could keep spamming the card as a cantrip which seems too strongever wanted your Silvers to be cantrips? who hasn't, these days. just line them up with one of these and there you go.I don't think this is going to work out. The main reason is that it is so bad when it fails to connect to Silver. I would try it at "+1 card, +1 action, you may play a Silver from your hand for +1 card". It can still probably cost $3 as it's not a particularly compelling opener.
(https://i.imgur.com/bEiJGmE.png)
thought about something similar for last week's contest but forgot to post in time. i feel like this is balanced, not sure if it's all that interesting, but it definitely can help smooth out a deck relying on treasure payload (yes, you get the 2 money from playing the silver)
You could also go the Baron route: "If you didn't, gain a Silver."
(https://i.imgur.com/JkisHWW.png)
Sentinel ($4)
Action - Duration
Now and at the start of your next turn: Exile a card from your hand, then +1 Card per $2 it costs (rounded down).
24 words and counting, and it only seems to use 5 lines :)
(Had to use a link cause my stupid brain couldn't figure out how to load the image directly, sorry)
(https://i.imgur.com/JkisHWW.png)
Sentinel ($4)
Action - Duration
Now and at the start of your next turn: Exile a card from your hand, then +1 Card per $2 it costs (rounded down).
24 words and counting, and it only seems to use 5 lines :)
(Had to use a link cause my stupid brain couldn't figure out how to load the image directly, sorry)
https://imgur.com/a/rvLF6oV (https://imgur.com/a/rvLF6oV)
Sentinel ($4)
Action - Duration
Now and at the start of your next turn: Exile a card from your hand, then +1 Card per $2 it costs (rounded down).
24 words and counting, and it only seems to use 5 lines :)
(Had to use a link cause my stupid brain couldn't figure out how to load the image directly, sorry)
Right click on the image on Imgur -> open image in new tab, copy filename from url (or right click -> copy image link). Then, without spaces:
[ img width=250 ]filename[ /img ]
no, i went in and fixed your post (i do that sometimes for newer members - it takes a minute to remember phpbb markup). feel free to press the quote button to see how i formatted it for future posts.https://imgur.com/a/rvLF6oV (https://imgur.com/a/rvLF6oV)
Sentinel ($4)
Action - Duration
Now and at the start of your next turn: Exile a card from your hand, then +1 Card per $2 it costs (rounded down).
24 words and counting, and it only seems to use 5 lines :)
(Had to use a link cause my stupid brain couldn't figure out how to load the image directly, sorry)
Right click on the image on Imgur -> open image in new tab, copy filename from url (or right click -> copy image link). Then, without spaces:
[ img width=250 ]filename[ /img ]
Yeah, that's what I remember doing for the last one of these I entered, but the image didn't load for awhile so I thought I messed it up. Seems like this image is also loaded correctly, does it just take a little bit for the site to load images? (or is that just a "me" problem?)
no, i went in and fixed your post (i do that sometimes for newer members - it takes a minute to remember phpbb markup). feel free to press the quote button to see how i formatted it for future posts.Right click on the image on Imgur -> open image in new tab, copy filename from url (or right click -> copy image link). Then, without spaces:
[ img width=250 ]filename[ /img ]
Yeah, that's what I remember doing for the last one of these I entered, but the image didn't load for awhile so I thought I messed it up. Seems like this image is also loaded correctly, does it just take a little bit for the site to load images? (or is that just a "me" problem?)
[code]
[img width=250]https://i.imgur.com/JkisHWW.png[/img]
(https://i.imgur.com/ltgPoYw.png)
Tutelage is my submission for the week. In theory, you could use Tutelage to chain several Action cards (e.g. start with playing a Prince, then Forge, then Hunting Grounds, etc). I believe Throne Room variants would allow you to re-start the chain with higher cost cards.
Sounds nutty, as it would almost be like having unlimited Actions, but I don't think this this will be a common occurrence as pulling off a mega-chain would depend on having the right cards available in the Kingdom, the right deck composition, and good draws. In practice (although this has not yet been playtested), I think you would probably be able to chain 1-2 Actions together with this on average.
I've priced this the same as Barracks and Innovation, but feedback on the cost would be welcome. Unlike Barracks, you don't get what is essentially +Action if you don't have suitable cards in hand, but if you do, then you can potentially get more than +1 Action. Tutelage can have the same effect as Innovation with cards that gain to hand like Sculptor and Falconer (without Innovation's once per turn limitation), but of course wouldn't work this way with any Workshop variants that gain cards normally.
The effect will apply even when you play cards during your opponents' turns (e.g. if you react with Falconer). It could be quite disruptive, but I think it's fine to keep it that way.
I don't think a Project that essentially provides unlimited Actions would be all that interesting, but I don't think it would be quite so easy to pull that off with Tutelage. In any case, my hope is that this Project would create some interesting decisions about the optimal order in which you play your Actions and how you build your deck.
Peddler's Market
$5 - Action
+1 Card
+1 Action
+$1 per Peddler's Market you have in play.
I hope this hasnt been done before: Its a lab if its the first action you played this turn, otherwise its a bad drawer
(https://i.imgur.com/2NEWxHm.png)
v2 (https://i.imgur.com/1T5IajV.png)
v3: Changed art (because i found a painting I liked), and changed wording so it doesn't become bad with duration cards in play
(https://i.imgur.com/R84jprs.png)
Edit 4: Changed wording again and reformated a little bit
(https://i.imgur.com/yZG0ZjV.png)
(https://i.imgur.com/D9X053k.png)QuotePeddler's Market
$5 - Action
+1 Card
+1 Action
+$1 per Peddler's Market you have in play.
A very simple Peddler variant.
(https://www.zupimages.net/up/21/24/w5vw.png)
I’ve already post this card on an expansion, I let the comment I’ve made about it (with some correction):QuoteIt’s simple: you buy a Province, I discard a Duchy to gain 2vp. So it’s interesting to buy Duchy right? Sure but since we all start with 3 Estate maybe you’ll give 2vp to the other player while doing so. And if everyone take them and not the Provinces; they won’t be that valuable and there was no real point to buy them.
It’s a type of card that I like because if a game plan is too strong, you may buy a certain card to take advantage of it: Duchy beat Province, Province beat Estates and Estae beat Duchy…
Edit: reworded it to fit with the contest requirements
Edit 2: the previous rewording wasn't "dominiony" enough: it was full of word that aren't usualy used in dominion's cards
(https://i.imgur.com/ltgPoYw.png)
Tutelage is my submission for the week. In theory, you could use Tutelage to chain several Action cards (e.g. start with playing a Prince, then Forge, then Hunting Grounds, etc). I believe Throne Room variants would allow you to re-start the chain with higher cost cards.
Sounds nutty, as it would almost be like having unlimited Actions, but I don't think this this will be a common occurrence as pulling off a mega-chain would depend on having the right cards available in the Kingdom, the right deck composition, and good draws. In practice (although this has not yet been playtested), I think you would probably be able to chain 1-2 Actions together with this on average.
I've priced this the same as Barracks and Innovation, but feedback on the cost would be welcome. Unlike Barracks, you don't get what is essentially +Action if you don't have suitable cards in hand, but if you do, then you can potentially get more than +1 Action. Tutelage can have the same effect as Innovation with cards that gain to hand like Sculptor and Falconer (without Innovation's once per turn limitation), but of course wouldn't work this way with any Workshop variants that gain cards normally.
The effect will apply even when you play cards during your opponents' turns (e.g. if you react with Falconer). It could be quite disruptive, but I think it's fine to keep it that way.
I don't think a Project that essentially provides unlimited Actions would be all that interesting, but I don't think it would be quite so easy to pull that off with Tutelage. In any case, my hope is that this Project would create some interesting decisions about the optimal order in which you play your Actions and how you build your deck.
Does seem pretty low-priced, but I don't think that is the problem (and neither are the "long chains" you mention). Rather, the fact that this can trigger any number of times per turn seems fairly dangerous... From my experience, it's always best to playtest before jumping to assumptions, but I am at least afraid that this card-shaped-thing could be game-warping.
(https://i.imgur.com/D9X053k.png)QuotePeddler's Market
$5 - Action
+1 Card
+1 Action
+$1 per Peddler's Market you have in play.
A very simple Peddler variant.
Seems a bit strong for $5. The first one you play in a turn is already a normal Peddler, but if you play more than one, it adds up really fast. Two PMs give you +$3 total, three give you +$6, four give you +$10, etc.
Nah man, it is obviously too strong. Official double Peddlers like Conspirator and Vassal are not unconditional and thus interesting whereas this is too simple.
Grand Workshop
⑥ Action
Gain a card costing up to
⑤. If it costs ④ or less,
gain a copy of it.
Violin
⑥ Treasure
+②
+1 Card per Violin you have
in play (including this).
You may play an Action
card from your hand.
Knave
⑤ Action
Reveal your hand.
Discard a card per
Treasure you revealed.
Gain a Gold to your hand.
Greedy Heir
③ Action
+1 Card
+1 Action
+1 Buy
-
When you gain this,
take the Will.
Will - Artifact
4 VP
Way of the Eagle - Way
Cards cost ① less this turn.
Sycophant
② Action
+1 Card
+1 Action
Reveal the top card of your
deck. If it's a Sycophant,
put it into your hand.
Charge - Event ⑧
Once per game: Play the top card of each Action
Supply pile in any order, leaving them there.
Coin Collector
④ Action
+2 Cards
Choose one: gain a Gold,
and gain a Copper to your
hand; or play a Treasure
from your hand twice.
Bounty - Event ⑤
Once per turn: Gain a copy of each differently
named non-Victory card you've gained this turn.
Factory
⑤ Action
+3 Cards
Gain a Factory.
Charnel House
⑤ Action
+1 Action
Trash a card from your
hand. Draw until you
have 5 cards in hand.
Mining Camp
④ Action
+1 Card
+2 Actions
-
When you gain this,
gain a Silver.
Golden Goose
⑤ Treasure
②
Gain a Golden Goose.
You may trash this to gain
a card costing up to ⑤.
Laborer
⑤ Action
Gain a card costing less
than this.
-
This costs ① more per
Laborer you have in play.
Thane
⑤ Action
You may discard the top
2 cards of your deck.
Look through your discard
pile; you may play an
Action card from it twice.
Shared Border - Landmark
When another player buys a Victory card,
you may discard a Victory card costing
exactly ③ less than it, for +2 VP.
Sentinel
④ Action - Duration
Now and at the start of
your next turn: Exile a
card from your hand.
+1 Card per ② it costs
(round down).
JewelerThis feels very Stablesy, except even harder to collide. I believe another person already mentioned this. If you don't find this with a Silver, you're really sad. I think if this gained a Silver, it would still be kind of weak, but it would be decent (hey it gains Silvers if you want them). I prefer the wording "If you did" just to clarify that yes the +2 Cards and +1 Action is separate from the Silver.
④ Action
You may play a Silver
from your hand, for
+2 Cards and +1 Action.
Morning WalkIt's a simple card. If you want it to be a Lab, you need it in your starting hand. So either find a way to topdeck it, or have a couple more Moats in your deck. It's fine. The question between ③ and ② is tough. The card is fine.
③ Action
+2 Cards
If you have no other Action
cards in play, +1 Action.
Tutelage - Project ⑥Wheee! I remember a Project from psly that was similar, but it let you play a card costing exactly ① more. This is a lot more flexible, though, so I think it's probably a lot stronger. I know you mentioned this, but I don't like that you can go to Hell and back on another player's turn, potentially. I'd prefer a "During your turns" clause.
After you play an Action card, you may play
a cheaper Action card from your hand.
Damaged SmithyIt's fine! +3 Cards, discard a card, is already a decent improvement over +2 Cards, I think. The flexibility is nice. I like it.
② Action
+3 Cards
Choose one: Take <1>;
or discard a card.
Peddler's Market
⑤ Action
+1 Card
+1 Action
+① per Peddler's Market
you have in play
(counting this).
Reforge
② Action
Play then trash a
Treasure from your hand.
For each ① produced,
get +1 Coffers instead.
Renovate
⑤ Action
Trash a card from your
hand. Gain a card costing
up to ② more than it, or
a card costing up to ④.
Quote from: GubumpBounty - Event ⑤
② Action
Once per turn: Gain a copy of each differently
named non-Victory card you've gained this turn.
Not to be that guy, but JW's card is quite similar to one of my old cards. Not that I have any right to complain; a few years ago I accidentally submitted a card that was very similar to one of Hypercube's events.
I'll stick with Reforge for my submission, though it does have the longest text and includes coffers, I think its the most balanced.
Just for fun, I want to show this card someone else made that would have been perfect for this week!:
(https://media.discordapp.net/attachments/449166977991180299/811092648071921684/Barn-2.png?width=441&height=676)