(https://media.discordapp.net/attachments/827692005160648744/936777033013424138/Vacation_Spot.png)
The second card I've made with this name because I'm original. Replaces Explorer and takes a bit of Tactician's discard-for-later-benefit with it.
I assume our entries should also fit in with Seaside thematically, not just mechanically?
Corsair • $4 • Action - Attack
Each other player reveals the top 2 cards of their deck and trashes a revealed Treasure of your choice (discard the rest).
You may trash a treasure from your hand to get +$1 per Copper in the trash.
(https://media.discordapp.net/attachments/827692005160648744/936777033013424138/Vacation_Spot.png)
The second card I've made with this name because I'm original. Replaces Explorer and takes a bit of Tactician's discard-for-later-benefit with it.
Maybe I'm looking at this wrong, but this looks like a tough sell compared to Secret Cave...
Ship MarketIsn't this just a way, way better Grand Market?
$6
Action - Duration
+1 Card
+1 Action
+Buy
+ $2
At the start of your next turn:
+Buy
+ $2
Ship Market
$6
Action - Duration
+1 Card
+1 Action
+Buy
+ $2
At the start of your next turn:
+Buy
+ $2
(https://media.discordapp.net/attachments/827692005160648744/936777033013424138/Vacation_Spot.png)
The second card I've made with this name because I'm original. Replaces Explorer and takes a bit of Tactician's discard-for-later-benefit with it.
Maybe I'm looking at this wrong, but this looks like a tough sell compared to Secret Cave...
I don't quite agree, as gaining Gold to hand >>>>> +(http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png). However, I certainly agree that it isn't worth (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png).
here it's buffed now you happy
I wouldn't say you get it twice. T1 you get the top part and T2 you get something different. So what do you think about:Ship Market
$6
Action - Duration
+1 Card
+1 Action
+Buy
+ $1
At the start of your next turn:
+Buy
+ $2
This card is way too good atm, it provides a grand market in t1 and t2, but is cheaper than it.
This really needs to be nerfed, because it provides a value of 7$ twice, at the cost of 6$.
Can we use mechanics from Intrigue and Base, like cost reduction, choose N, and reactions if they were reused in another expansion?
here it's buffed now you happy
Sure. Are you?
You don't need to change anything if you're already content with your submission. We were just harmlessly echoing our thoughts.
here it's buffed now you happy
(https://trello.com/1/cards/61f4aed60c3b737776014f3c/attachments/61f70dca8eb0e67333df3a0d/download/Admiral_v1.1.png) | Quote from: Admiral Admiral |
First Mate
$4
+2 Actions
Look at the top 3 cards of your deck, put one of them into your hand. Discard any number and put the rest back.
Commander
Action - Duration
$4
+$1
Now and at the start of your next turn:
Look at the top 3 cards of your deck. Discard any number of them, then put the rest back in any order.
Crewman
Action
$2
+1 Card
+1 Action
Look at the top 3 cards of your deck, put one of them on top.
I would say this is probably very weak. It only nets +1 Action and +1 Buy, so it is pretty comparable to Worker's Village, except it gives the bonus next turn. I think it could probably cost 3 or 4
(https://trello.com/1/cards/61f4aed60c3b737776014f3c/attachments/61f5e2a80193402912648344/download/Admiral.png) Quote from: AdmiralAdmiral
Cost: 5
Action - Duration
+1 Action
Now and at the start of your next turn:
+1 Card +1 Action +1 Buy
I will scrap this idea and see if something else comes up.Differently? You literally got Grand Market again. You always gotta look at the net effects and the second turn effect doesn’t require a card to draw or an Action to spend.I wouldn't say you get it twice. T1 you get the top part and T2 you get something different.Ship Market
$6
Action - Duration
+1 Card
+1 Action
+Buy
+ $1
At the start of your next turn:
+Buy
+ $2
This card is way too good atm, it provides a grand market in t1 and t2, but is cheaper than it.
This really needs to be nerfed, because it provides a value of 7$ twice, at the cost of 6$.QuoteSo what do you think about:Well, unless you draw your hand every turn this version is likely still better than GM.
+1 Card
+1 Card
+Buy
+ $1
At the start of your next turn:
+Buy
+ $2
So still overpowered. Grand Market works because of its non-Copper clause and likely would not work well at $7 or $8.
I would say this is probably very weak. It only nets +1 Action and +1 Buy, so it is pretty comparable to Worker's Village, except it gives the bonus next turn. I think it could probably cost 3 or 4
(https://trello.com/1/cards/61f4aed60c3b737776014f3c/attachments/61f5e2a80193402912648344/download/Admiral.png) Quote from: AdmiralAdmiral
Cost: 5
Action - Duration
+1 Action
Now and at the start of your next turn:
+1 Card +1 Action +1 Buy
Yep, completely misread it. As you said, probably too good.I would say this is probably very weak. It only nets +1 Action and +1 Buy, so it is pretty comparable to Worker's Village, except it gives the bonus next turn. I think it could probably cost 3 or 4
(https://trello.com/1/cards/61f4aed60c3b737776014f3c/attachments/61f5e2a80193402912648344/download/Admiral.png) Quote from: AdmiralAdmiral
Cost: 5
Action - Duration
+1 Action
Now and at the start of your next turn:
+1 Card +1 Action +1 Buy
I think you misread it. "Now and at the start of your next turn." It's a Worker's Village now and a Lost City + Buy next turn. If anything, I think it's too good.
Treasure Ship - $5
Treasure - Duration
$2
At the start of your next turn, +1 Buy and +$1.
I think it is fine but also a bit on the weak side compared to other Silvers that provide Buys. You can run one Charm in an engine but need two Treasure Ships to consistently get the extra Buy.
New submission:
Buried Treasure
$6 Action - treasure
+1 Card
+1 Buy
+ $1
Put a Treasure card from your hand on your Island mat. Worth $1 per Treasure card on your Island map.
The action is the +1 Card and to put a treasure card on the Island Mat. Unless I am missing what you are meaning. I also didn't want to add +1 Action as i think it may make it too powerful. I did add the (or reveal you can't) as I missed that part. But this is just an idea and always listening to comments to make sure it fits the theme and makes sense to the game.New submission:
Buried Treasure
$6 Action - treasure
+1 Card
+1 Buy
+ $1
Put a Treasure card from your hand on your Island mat. Worth $1 per Treasure card on your Island map.
A couple things. Putting treasure onto the Island mat has an accountability issue as is. Either making it a "you may" or adding a clause to "or reveal you can't" should resolve that. Secondly, right now there is no real reason to play this as an action except for the possibility of drawing an Action card. Hope that helps.
(https://live.staticflickr.com/65535/51852903793_8fdaa7fbae_b.jpg)QuoteTreasure Ship - $5
Treasure - Duration
$2
At the start of your next turn, +1 Buy and +$1.
A simple Treasure Duration that is intended to kinda do what Merchant Ship does, only as a Treasure. I had it give $2 on the following turn without the +Buy, but that seemed a bit too good. Not sure if it is priced appropriately. Feedback is appreciated.
The action is the +1 Card and to put a treasure card on the Island Mat. Unless I am missing what you are meaning. I also didn't want to add +1 Action as i think it may make it too powerful. I did add the (or reveal you can't) as I missed that part. But this is just an idea and always listening to comments to make sure it fits the theme and makes sense to the game.New submission:
Buried Treasure
$6 Action - treasure
+1 Card
+1 Buy
+ $1
Put a Treasure card from your hand on your Island mat. Worth $1 per Treasure card on your Island map.
A couple things. Putting treasure onto the Island mat has an accountability issue as is. Either making it a "you may" or adding a clause to "or reveal you can't" should resolve that. Secondly, right now there is no real reason to play this as an action except for the possibility of drawing an Action card. Hope that helps.
The action is the +1 Card and to put a treasure card on the Island Mat. Unless I am missing what you are meaning. I also didn't want to add +1 Action as i think it may make it too powerful. I did add the (or reveal you can't) as I missed that part. But this is just an idea and always listening to comments to make sure it fits the theme and makes sense to the game.New submission:
Buried Treasure
$6 Action - treasure
+1 Card
+1 Buy
+ $1
Put a Treasure card from your hand on your Island mat. Worth $1 per Treasure card on your Island map.
A couple things. Putting treasure onto the Island mat has an accountability issue as is. Either making it a "you may" or adding a clause to "or reveal you can't" should resolve that. Secondly, right now there is no real reason to play this as an action except for the possibility of drawing an Action card. Hope that helps.
I see what you are saying. So how aboutThe action is the +1 Card and to put a treasure card on the Island Mat. Unless I am missing what you are meaning. I also didn't want to add +1 Action as i think it may make it too powerful. I did add the (or reveal you can't) as I missed that part. But this is just an idea and always listening to comments to make sure it fits the theme and makes sense to the game.New submission:
Buried Treasure
$6 Action - treasure
+1 Card
+1 Buy
+ $1
Put a Treasure card from your hand on your Island mat. Worth $1 per Treasure card on your Island map.
A couple things. Putting treasure onto the Island mat has an accountability issue as is. Either making it a "you may" or adding a clause to "or reveal you can't" should resolve that. Secondly, right now there is no real reason to play this as an action except for the possibility of drawing an Action card. Hope that helps.
As written, it appears to all happen regardless of phase as none of it is conditional. See Crown for example.
I see what you are saying. So how aboutBut why do you have +$1 and +$1 per Treasure card on your Island Mat? I think you should cut the +$1. Why not just make it a Treasure instead of an Action-Treasure?
+1 Card
+1 Buy
+ $1
-
When you play this, during your buy phase put a Treasure card from your hand on your Island mat. Worth $1 per Treasure card on your Island map.
(https://trello.com/1/cards/61f4aed60c3b737776014f3c/attachments/61f8800a7f272f73ad469be2/download/Skipper_v1.2.png)
|
(https://trello.com/1/cards/61f4aed60c3b737776014f3c/attachments/61f75681444c101a4a4df453/download/Skipper_v1.png) Quote from: SkipperSkipper
Cost: 6
Action - Duration
+1 Action
At the start of your next turn +2 Cards.
-
While this is in play, cards (everywhere) cost $1 less but not less than $0.
I was trying to design a $6 card since Seaside doesn't have one and I kinda liked the idea since my first thoughts didn't work out too well and was too powerful.I see what you are saying. So how aboutBut why do you have +$1 and +$1 per Treasure card on your Island Mat? I think you should cut the +$1. Why not just make it a Treasure instead of an Action-Treasure?
+1 Card
+1 Buy
+ $1
-
When you play this, during your buy phase put a Treasure card from your hand on your Island mat. Worth $1 per Treasure card on your Island map.
You said I could design a revised card for seaside. Is this too similar? Should it be a "new" card?
(https://i.imgur.com/Os3Olsd.png)
Architeuthis
$6 - Treasure - Duration
+$2
At the start of your next turn, +2 cards.
You said I could design a revised card for seaside. Is this too similar? Should it be a "new" card?
(https://i.imgur.com/Os3Olsd.png)
(https://i.imgur.com/9UOFATl.png)
I'd really like more cards that interact with the 3 mats of this game
(https://i.imgur.com/9UOFATl.png)
I'd really like more cards that interact with the 3 mats of this game
The name Ferry is already taken by an official card:
(http://wiki.dominionstrategy.com/index.php?title=Special%3AFilePath&file=Ferry.jpg)
You said I could design a revised card for seaside. Is this too similar? Should it be a "new" card?
(https://i.imgur.com/Os3Olsd.png)
I like this change to Pearl Diver, but yeah for the purposes of this contest, this feels a bit more like errata to an existing card than an original design. I'd encourage you to design something new, or if you want to riff on an old card, try for a full replacement card rather than minor revision.
(https://i.imgur.com/9UOFATl.png)
I'd really like more cards that interact with the 3 mats of this game
The name Ferry is already taken by an official card:
(http://wiki.dominionstrategy.com/index.php?title=Special%3AFilePath&file=Ferry.jpg)
Name change to Transport Ship
(https://i.imgur.com/Aj5XQ7e.png)
I couldn't avoid the temptation of making my own replacement for Pearl Diver. Intrigue already had a Kingdom treasure (Harem), and Seaside could have one.
(https://i.ibb.co/mhbVGGG/Pearl.png)
Pearl
$2 - Treasure
$1
Look at the bottom card of your deck. You may put it into your hand.
Fishing a Treasure is the best, and fishing a Victory card is OK. For Actions, it depends: unblocking for the next Pearl might be beneficial
I couldn't avoid the temptation of making my own replacement for Pearl Diver. Intrigue already had a Kingdom treasure (Harem), and Seaside could have one.I'm not convinced that this is going to be less of a dud than Pearl Diver.
(https://i.ibb.co/mhbVGGG/Pearl.png)
Pearl
$2 - Treasure
$1
Look at the bottom card of your deck. You may put it into your hand.
Fishing a Treasure is the best, and fishing a Victory card is OK. For Actions, it depends: unblocking for the next Pearl might be beneficial
replacing pship
(https://media.discordapp.net/attachments/449166977991180299/936809320492966048/wE3LsdrtQ6WQAAAAABJRU5ErkJggg.png?width=509&height=780)QuoteCorsair • $4 • Action - Attack
Each other player reveals the top 2 cards of their deck and trashes a revealed Treasure of your choice (discard the rest).
You may trash a treasure from your hand to get +$1 per Copper in the trash.
Corsair • $4 • Action - Attack - Duration
Each other player reveals the top 2 cards of their deck and trashes a revealed Treasure of your choice (discard the rest).
At the start of your next turn, you may trash a Treasure from your hand for +$1 per differently named Treasure in the trash.
Deck Officer | Action | $2
+1 Action
In either order: you may put a card from your hand onto your deck; and you may trash the top card of your deck.
I like it but it is far more swingy than Lookout. You don’t want to topdeck anything early so if you hit a good card it is like a Knight attacks plus a failed trashing attempt.
I like it but it is far more swingy than Lookout. You don’t want to topdeck anything early so if you hit a good card it is like a Knight attacks plus a failed trashing attempt.
But if you're scared of this early you can always do the order "top deck a card, trash the top card of your deck" which turns the card into essentially +1 Action, trash a card from your hand."
(https://dominion-township.weebly.com/uploads/1/3/6/2/136286056/reconstruct-v0-3_orig.png)
(https://dominion-township.weebly.com/uploads/1/3/6/2/136286056/reconstruct-v0-3_orig.png)
(https://dominion-township.weebly.com/uploads/1/3/6/2/136286056/reconstruct-v0-3_orig.png)
I am confused when it says "put this into your hand." is it saying put Reconstruct into your hand or the newly gained card into your hand?
Also the when gain clause is a downside right? to delay getting this card for quite awhile
(https://dominion-township.weebly.com/uploads/1/3/6/2/136286056/reconstruct-v0-3_orig.png)
"When you gain this, set it aside. Discard it after you next shuffle."
Does that fit better?
(https://dominion-township.weebly.com/uploads/1/3/6/2/136286056/reconstruct-v0-3_orig.png)
I am confused when it says "put this into your hand." is it saying put Reconstruct into your hand or the newly gained card into your hand?
Also the when gain clause is a downside right? to delay getting this card for quite awhile
For one thing, I would've said "put it into your hand" if I was referring to anything but the Reconstruct itself, among other wording changes. "This" always refers to the card whose text it's part of. And yes, the on-gain is a downside.
(https://dominion-township.weebly.com/uploads/1/3/6/2/136286056/reconstruct-v0-3_orig.png)
I am confused when it says "put this into your hand." is it saying put Reconstruct into your hand or the newly gained card into your hand?
Also the when gain clause is a downside right? to delay getting this card for quite awhile
For one thing, I would've said "put it into your hand" if I was referring to anything but the Reconstruct itself, among other wording changes. "This" always refers to the card whose text it's part of. And yes, the on-gain is a downside.
So Reconstruct is basically every turn after you play the 1st one, get a free remodel? (assuming you have an action left over to play Reconstruct each turn)
The flavor could be adjusted to imply a more forever/eternal/never-ending process, and be more ocean theme for this contest. Maybe even make a reference to The Ship of Theseus, or any boat under constant maintenance.
Also am not convinced this is not just a project in a trench coat.
Kraken
$5
Action - Attack - Duration
Each other player reveals the top 2 cards of their deck, trashes an action card, and discards the rest.
At the start of your next turn, choose one: +$2; or gain a card from the trash to your hand.
(https://dominion-township.weebly.com/uploads/1/3/6/2/136286056/reconstruct-v0-3_orig.png)
I am confused when it says "put this into your hand." is it saying put Reconstruct into your hand or the newly gained card into your hand?
Also the when gain clause is a downside right? to delay getting this card for quite awhile
For one thing, I would've said "put it into your hand" if I was referring to anything but the Reconstruct itself, among other wording changes. "This" always refers to the card whose text it's part of. And yes, the on-gain is a downside.
So Reconstruct is basically every turn after you play the 1st one, get a free remodel? (assuming you have an action left over to play Reconstruct each turn)
The flavor could be adjusted to imply a more forever/eternal/never-ending process, and be more ocean theme for this contest. Maybe even make a reference to The Ship of Theseus, or any boat under constant maintenance.
Also am not convinced this is not just a project in a trench coat.
Needing to spend Actions to keep it going makes it not implementable as a Project.
Lookout is one of my favorite cards, but Donald X has said it is likely to be replaced due to the fact beginners are scared to play and it and be punished. And lookout becomes terrible later (which I actually enjoy, but let's design a replacement)First off, I love this design, but I do feel it is a bit strong at $2. I would either bump it up to $3, or just make it a terminal.
(https://i.imgur.com/TqYIb5b.png)QuoteDeck Officer | Action | $2
+1 Action
In either order: you may put a card from your hand onto your deck; and you may trash the top card of your deck.
Deck Officer can randomly trash from the top of your deck in the beginning of the game. In the mid-game, you can top deck the card you want to trash reducing your hand size, but hey, now you can trash the curse you have in hand. Note you can do these action in either order. So if you prefer to trash and then top-deck a card you can. Both clauses are may, so you can simply get +1 action from this and do nothing else.
This deals with Seasides top-decking theme. This is a card that trashes from the top but can also set up cards on the top. If you have a native village in hand you can trash the top card of your deck, then top-deck a card you want Native Village to secret away. Or maybe you want to set up your next turn with a spare village. I dunno, your choice!
Deck Officer is apparently the name of the person who keeps watch on the ship. Kind of like a lookout. Of course it doesn't churn through as many cards as lookout so that's my justification for pricing it at 2.
Open to feedback!
I couldn't avoid the temptation of making my own replacement for Pearl Diver. Intrigue already had a Kingdom treasure (Harem), and Seaside could have one.I'm not convinced that this is going to be less of a dud than Pearl Diver.
(https://i.ibb.co/mhbVGGG/Pearl.png)
Pearl
$2 - Treasure
$1
Look at the bottom card of your deck. You may put it into your hand.
Fishing a Treasure is the best, and fishing a Victory card is OK. For Actions, it depends: unblocking for the next Pearl might be beneficial
It's best if you have a bunch of Treasures. But if you have a bunch of Treasures, usually you're going to have more than $2 to spend on a buy, and getting Pearl over Silver is a pretty hard sell. It might be fixed if you also had the option to put the card on top of your deck, to set up your next turn. However in engines, this will still suffer from the fact that it's useless if you draw your deck.
(https://i.imgur.com/J56iMe3.png)Quote
Kraken
$5
Action - Attack - Duration
Each other player reveals the top 2 cards of their deck, trashes an action card, and discards the rest.
At the start of your next turn, choose one: +$2; or gain a card from the trash to your hand.QuoteI like cards that slightly buff money and while I like that can you can hedge yourself against this via playing money, it is too centralizing.
In money Kingdoms the dominant strategy is to ignore Kraken, in engine Kingdoms this is a nastier Knight Attack with an automatic Rogue.
Even wihout the handgaining this could be too degenerating.
I agree that it could be strong, but with it being a duration card, it won't come up as often as a Knight would was my thought. I do think it would be fun though. I had considered adjusting cost or adding a cost limit on what it could grab from the trash.
LayawayPlays like a silver unless you want it to boost your next turn, also helps with boards that have few +Action cards.
$5
Treasure - Duration
$2
When you play this, you may set aside an Action card from your hand face up (on this). At the start of next turn, play it.
Chief's_Hut
$3
Action - Duration
Play a non-duration action card from your hand. If it's still in play set it aside. At the beginning of your next turn play that card again.
Freight
$4
Action - Duration
Now and at the start of your next turn, choose one: Discard any number of cards for + $1 each; or draw until you have 6 cards in hand.
Chiefs Hut has been tested for Seaside and deemed to be weak.
Lookout is one of my favorite cards, but Donald X has said it is likely to be replaced due to the fact beginners are scared to play and it and be punished. And lookout becomes terrible later (which I actually enjoy, but let's design a replacement)First off, I love this design, but I do feel it is a bit strong at $2. I would either bump it up to $3, or just make it a terminal.
(https://i.imgur.com/TqYIb5b.png)QuoteDeck Officer | Action | $2
+1 Action
In either order: you may put a card from your hand onto your deck; and you may trash the top card of your deck.
Deck Officer can randomly trash from the top of your deck in the beginning of the game. In the mid-game, you can top deck the card you want to trash reducing your hand size, but hey, now you can trash the curse you have in hand. Note you can do these action in either order. So if you prefer to trash and then top-deck a card you can. Both clauses are may, so you can simply get +1 action from this and do nothing else.
This deals with Seasides top-decking theme. This is a card that trashes from the top but can also set up cards on the top. If you have a native village in hand you can trash the top card of your deck, then top-deck a card you want Native Village to secret away. Or maybe you want to set up your next turn with a spare village. I dunno, your choice!
Deck Officer is apparently the name of the person who keeps watch on the ship. Kind of like a lookout. Of course it doesn't churn through as many cards as lookout so that's my justification for pricing it at 2.
Open to feedback!
There is no general answer to that.Chiefs Hut has been tested for Seaside and deemed to be weak.
So for weak cards do you fine it best to just make them:
narrow and cheap to buy?
try to add versatility like adding have modes to the card like choose one from a list?
try to add versatility like if you have no actions in your hand then "+1 card and +1 action" as an example?
In case of a card that has been tested by the designer and eliminated during playtesting the solution is simple: just don’t do what has already been tried.
Sure, there are quite some overpowered cards like Wharf, Cultist and Rebuild which should not have passed playtesting.There is no general answer to that.Chiefs Hut has been tested for Seaside and deemed to be weak.
So for weak cards do you fine it best to just make them:
narrow and cheap to buy?
try to add versatility like adding have modes to the card like choose one from a list?
try to add versatility like if you have no actions in your hand then "+1 card and +1 action" as an example?
In case of a card that has been tested by the designer and eliminated during playtesting the solution is simple: just don’t do what has already been tried.
Yeah but didn’t like playtesting at the time want the +buy to move
From merchant ship to wharf? So we can’t rely on all of the play testing then to be most accurate
But we talk about the other way around right now, i.e. a card that has not survived playtesting. In this case I think that it is extremly unlikely that the analysis was wrong and that there is any merit to trying out this very idea again years after.
Sure, it is not totally clear from the Secret History whether the weakness of the card or the Duration-thingy was more significant. If the latter mattered more, Duration-TR is doable in a post-Ghost world.
However, without the combos, more so than some of the other now or later Durations that we saw in Menagerie like Barge and Village Green, this one feels too much of a risk to use on the duration turn since you not only get nothing if you guess wrong, but you also miss out on playing it again for at least another turn.