Dominion Strategy Forum

Dominion => Variants and Fan Cards => Topic started by: Aquila on March 29, 2022, 06:58:50 am

Title: Fan Mechanics Week #33: Trial By Fire
Post by: Aquila on March 29, 2022, 06:58:50 am
Here's an idea that I've termed burn abilities. Only playable portrait cards can have burn abilities. While a card with one is in play, its burn ability can be activated at any time for an extra effect; in exchange, the card is set aside a la Encampment (http://wiki.dominionstrategy.com/index.php/Encampment) (no longer 'in play', but still there to help tracking) to be trashed at Clean-up. All these rules are indicated by a below-line flame symbol.
So like this:

(https://trello.com/1/cards/6242c46dc5dc0c3b8828597f/attachments/6242c4c72e491489f88e3b48/download/BurnAbilityDemo.png)
Quote
Mining Village - Action, (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) cost.
+1 Card
+2 Actions

-
[flame]: + (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png)
You could play this exactly like the official Mining Village (http://wiki.dominionstrategy.com/index.php/Mining_Village), using the burn ability straight away. Or you could wait and see if that + (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) will be necessary to hit the desired price point, using the burn ability at the Buy phase after your Treasures are played. It's strictly better than the official card, so costs (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png).

Two design points that came to mind:I haven't delved much into this design space myself, but I will do as I consider your entries.

As usual I won't require mock-ups, but if you want to, here is the generator set up with the flame symbol (https://shardofhonor.github.io/dominion-card-generator/index.html?title=Mining%20Village&description=%2B1%20Card%0A%2B2%20Actions%0A-%0A%C2%A7%3A%20%2B%20%242&type=Action&credit=&creator=&price=%245&preview=&type2=&color2split=1&boldkeys=&picture-x=0&picture-y=0&picture-zoom=1&picture=&expansion=&custom-icon=https%3A%2F%2Ftrello.com%2F1%2Fcards%2F6242c46dc5dc0c3b8828597f%2Fattachments%2F6242c5cc879b28274e5427e2%2Fdownload%2FBurnAbilityIcon.png&color0=0&color1=0&size=0).

Please don't feel restricted to fiery, combustible flavour, the flame can just be a generic symbol on any theme of card.

I guess since the next weekly contest started just before this, I should extend the time a bit. I will close the contest for entries on Wednesday 6th April 02:30pm forum time.

Edit: other points raised;
Title: Re: Fan Mechanics Week #33: Trial By Fire
Post by: infangthief on March 29, 2022, 10:19:03 am
Nice idea. Let's try this out:

Quote
Slum $3 Action

+2 Actions
+1 Buy
----
[flame]: Discard your hand. +4 Cards.

EDITED to change cost $4->$3 and add +Buy.
Title: Re: Fan Mechanics Week #33: Trial By Fire
Post by: Augie279 on March 29, 2022, 10:27:40 am
(https://media.discordapp.net/attachments/827692005160648744/958371637256945684/Furnace.png?width=458&height=702)
Another card in my long line of cards I think would be interesting as the only card that gives their resource on the board.
Title: Re: Fan Mechanics Week #33: Trial By Fire
Post by: emtzalex on March 29, 2022, 12:49:38 pm
My Submission:

(https://i.imgur.com/80ozJqgh.png)



Quote
Slush Fund • $5 • Action - Duration
Until you use this card's (https://trello.com/1/cards/6242c46dc5dc0c3b8828597f/attachments/6242c5cc879b28274e5427e2/download/BurnAbilityIcon.png), at the start of each of your turns, if you have 2 Buys or fewer, +1 Buy.


(https://trello.com/1/cards/6242c46dc5dc0c3b8828597f/attachments/6242c5cc879b28274e5427e2/download/BurnAbilityIcon.png): +$4
(This stays in play.)

                 

I really like this idea for a mechanic. There is a ton of possibilities and I can definitely see myself designing several cards. I have come up with one to submit, but I might replace it later.

For my submission I decided to take the whole Duration extends the time you can use it thing a step further, by making a Hireling style stays in play card. When played, Slush Fund is terminal and gives no immediate benefit. Thereafter, it provide a non-cumulative +1 Buy as long as you have one in play at the start of your turn until you use the burn ability. More importantly, it's burn effect will refund you most of its original cost, letting you hit much higher price point (but only once per copy).

You can burn Slush Fund the turn you use it, and may want to. But if you do, you don't get the +1 Buy that comes with it. The reason I wanted to make the +1 Buy non-cumulative is so a player can't (without some other source of +Buys) just put a bunch of these in play then rush Provinces all at once.

I kind of think of Slush Fund like a reverse Capital. Instead of a big payload one turn and a deficit later, this makes you pay first and get the benefit later. While that is (conceptually) worse, the burn ability means you can get Slush Fund's payout at any time, and don't need to rely on it coming out of your deck at the right time. Similarly, while it seemingly a 1-shot Wine Merchant for the same cost, this flexibility is a huge advantage over WM (which only pays out the turn you get it).

Originally I had it cost $4 and burn for $3, but I thought that was too good for a $4 card. At $5 you are (generally) foregoing some pretty strong Actions (that can be played ore than once). Plus, at $4 players could get it with gainers.

EDIT: It occurred to me that a player will keep getting the +1 Buy even after they trash their Slush Fund (and don't replace it). I'm probably going to change the card so that doesn't work, but I haven't decided that for sure.

EDIT 2: I changed it so it doesn't keep giving the +Buy after it is burned. I didn't make the condition that it be in play, because I think there is sort of a (rules lawyer-y) issue with a Duration card that's later turn abilities are conditional on it being in play (in that, the rule for Durations says they stay in play if they are going to do something; so at Clean up you'd ask "should this stay in play?" and answer "if it's going to do something" then ask "is it going to do something" and answer "if it stays in play", creating a sort of closed loop). If someone wants to trash it with Bonfire and keep getting the +1 Buy, that's Donald's problem.



Old version:

(https://i.imgur.com/V78OWLyh.png)
Quote
Slush Fund • $5 • Action - Duration
At the start of each of your turns, if you have 2 Buys or fewer, +1 Buy.[/font][/size]

(https://trello.com/1/cards/6242c46dc5dc0c3b8828597f/attachments/6242c5cc879b28274e5427e2/download/BurnAbilityIcon.png): +$4
(This stays in play.)
                 
Title: Re: Fan Mechanics Week #33: Trial By Fire
Post by: Carline on March 29, 2022, 07:57:17 pm
May you trigger burn abilitie during an action playing before it be fully resolved?
Title: Re: Fan Mechanics Week #33: Trial By Fire
Post by: Aquila on March 30, 2022, 03:54:48 am
May you trigger burn abilitie during an action playing before it be fully resolved?
Good question, I guess this would come down to how much tracking is an issue for people. If I were Donald having to consider everybody, I would say no for simplicity. Because we're fans, I might make things a bit more open:
A burn ability can be used in the middle of resolving the card's on-play effect, but the rest of the on-play effect is resolved afterward; it is not stopped. So I wouldn't try any "if this is in play" or "trash this. If you do" on-play effects on a card with a burn ability, as that would be unnecessarily confusing.

My Submission:

(https://i.imgur.com/V78OWLyh.png)



Quote
Slush Fund • $5 • Action - Duration
At the start of each of your turns, if you have 2 Buys or fewer, +1 Buy.


(https://trello.com/1/cards/6242c46dc5dc0c3b8828597f/attachments/6242c5cc879b28274e5427e2/download/BurnAbilityIcon.png): +$4
(This stays in play.)

                 
...
EDIT: It occurred to me that a player will keep getting the +1 Buy even after they trash their Slush Fund (and don't replace it). I'm probably going to change the card so that doesn't work, but I haven't decided that for sure.
This would need an "if this is in play" clause, otherwise would be like an invisible Fair (http://wiki.dominionstrategy.com/index.php/Fair) everyone has to remember they bought.

(https://media.discordapp.net/attachments/827692005160648744/958371637256945684/Furnace.png?width=458&height=702)
I did mention putting a burn ability on a Duration, but only had on-play Duration effects in mind. Sorry I wasn't clear. Duration burn abilities like this would twist the rules I described a bit, in that this would have to be both set aside and tracking the next-turn +Action at the same time, to be trashed at that turn's Clean-up. I suppose with the on-play not being a Duration tracking isn't too hard here; but it still wouldn't be a card in play for something like Emporium (http://wiki.dominionstrategy.com/index.php/Emporium).
So, this does just about work and won't be disqualified, but I don't think I would rate it highly.

I've added these issues to the OP.
Title: Re: Fan Mechanics Week #33: Trial By Fire
Post by: emtzalex on March 30, 2022, 11:57:39 am
My Submission:

(https://i.imgur.com/V78OWLyh.png)



Quote
Slush Fund • $5 • Action - Duration
At the start of each of your turns, if you have 2 Buys or fewer, +1 Buy.


(https://trello.com/1/cards/6242c46dc5dc0c3b8828597f/attachments/6242c5cc879b28274e5427e2/download/BurnAbilityIcon.png): +$4
(This stays in play.)

                 
...
EDIT: It occurred to me that a player will keep getting the +1 Buy even after they trash their Slush Fund (and don't replace it). I'm probably going to change the card so that doesn't work, but I haven't decided that for sure.
This would need an "if this is in play" clause, otherwise would be like an invisible Fair (http://wiki.dominionstrategy.com/index.php/Fair) everyone has to remember they bought.

Thanks. I updated my submission (see above for full-size):

(https://i.imgur.com/80ozJqgh.png)

I went with "Until you use this card's (https://trello.com/1/cards/6242c46dc5dc0c3b8828597f/attachments/6242c5cc879b28274e5427e2/download/BurnAbilityIcon.png)" instead of while-in-play, as I think putting the latter on a Duration creates an unnecessary rules issue.
Title: Re: Fan Mechanics Week #33: Trial By Fire
Post by: scolapasta on March 30, 2022, 01:53:49 pm
(https://i.imgur.com/AtYwC7p.png)

Quote
Relocate - Action - $2
+1 Card
+1 Action
-
(https://trello.com/1/cards/6242c46dc5dc0c3b8828597f/attachments/6242c5cc879b28274e5427e2/download/BurnAbilityIcon.png): +1 Action and +$1

A simple card, that just replaces itself, until you're ready to burn it. Sometimes you'll want to do that to make it a Village (hence the relocate theme), sometimes a Peddler. In a way, it's a Villager / Coffers combo.

Feedback always welcome. (and encouraged!)
Title: Re: Fan Mechanics Week #33: Trial By Fire
Post by: Carline on March 30, 2022, 07:32:21 pm
(https://i.imgur.com/AtYwC7p.png)

Quote
Relocate - Action - $2
+1 Card
+1 Action
-
(https://trello.com/1/cards/6242c46dc5dc0c3b8828597f/attachments/6242c5cc879b28274e5427e2/download/BurnAbilityIcon.png): +1 Action and +$1

A simple card, that just replaces itself, until you're ready to burn it. Sometimes you'll want to do that to make it a Village (hence the relocate theme), sometimes a Peddler. In a way, it's a Villager / Coffers combo.

Feedback always welcome. (and encouraged!)

I think it gives you once pratically what Coin of the Realm could give you every other turn. I suggest add something to on play effect.
Title: Re: Fan Mechanics Week #33: Trial By Fire
Post by: Aquila on March 31, 2022, 08:33:48 am
I went with "Until you use this card's (https://trello.com/1/cards/6242c46dc5dc0c3b8828597f/attachments/6242c5cc879b28274e5427e2/download/BurnAbilityIcon.png)" instead of while-in-play, as I think putting the latter on a Duration creates an unnecessary rules issue.
This is an excellent fix for all forms of Durations! I didn't twig that they could all be set aside and tracking next turn effects at once, but this solves the problem neatly. I'll add this to the OP:
If you make a Duration card with a burn ability, always make later turn effects check the (https://trello.com/1/cards/6242c46dc5dc0c3b8828597f/attachments/6242c5cc879b28274e5427e2/download/BurnAbilityIcon.png) hasn't been used.
Title: Re: Fan Mechanics Week #33: Trial By Fire
Post by: Xen3k on March 31, 2022, 06:38:02 pm
(https://live.staticflickr.com/65535/51973134697_03a2466bfd_b.jpg)

Quote
Lumber Pile - $5
Treasure
$2
+1 Buy
----
§: Trash up to 4 cards from your hand.

Simple Silver+ with a Chapel effect if you choose to burn it. Tried it with a Bonfire effect instead, but it seemed a little too weak. This also makes you hold back Coppers if you want to trash them. Was going to originally call it "Chamber Pot", but having that act as a Silver just didn't seem right. Feedback is welcome.
Title: Re: Fan Mechanics Week #33: Trial By Fire
Post by: Commodore Chuckles on March 31, 2022, 10:54:18 pm
If a card has a burn ability and is also a Duration card with a normal next-turn effect, can you use the burn ability when it's someone else's turn?
Title: Re: Fan Mechanics Week #33: Trial By Fire
Post by: Timinou on April 01, 2022, 12:50:55 am
(https://i.imgur.com/O5Inj4E.png)

Quote from: Overgrown City
Action-Victory - $4
You may trash a card from your hand.
§: +2 Cards and +2 Actions
-
Worth 1VP per 3 Victory cards in the trash.

You can burn down the forest to reveal a Lost City...
Title: Re: Fan Mechanics Week #33: Trial By Fire
Post by: LibraryAdventurer on April 01, 2022, 02:19:14 am
Quote
Witch Trials
$5 - Action - Attack
+$2
+1 Buy
Each other player gains a Curse.
-
Burn: Return up to 2 Curses from your hand or from the trash to the Supply.
Title: Re: Fan Mechanics Week #33: Trial By Fire
Post by: Aquila on April 01, 2022, 04:19:52 pm
If a card has a burn ability and is also a Duration card with a normal next-turn effect, can you use the burn ability when it's someone else's turn?
If by normal next-turn effect you mean not having "...if you didn't use this card's (https://trello.com/1/cards/6242c46dc5dc0c3b8828597f/attachments/6242c5cc879b28274e5427e2/download/BurnAbilityIcon.png)" then I can't see how it could work cleanly. So I'd think it just can't be done.

If you meant like Wharf instead of Hireling, then yes, for the turn it's out it can work, to be trashed at the next Clean-up.
Title: Re: Fan Mechanics Week #33: Trial By Fire
Post by: Joxeft on April 02, 2022, 01:56:46 pm
(https://trello.com/1/cards/622148ff423fd06905f52c39/attachments/624872dad7c2676f341917db/download/Assassin.png)
Feedback appreciated. Nice big hand killer.
Title: Re: Fan Mechanics Week #33: Trial By Fire
Post by: Joxeft on April 02, 2022, 02:20:24 pm
It is a strong handsize Attack, stronger than Legionary ... but do you really want to blow up your terminal draw for it?
Its not terminal draw however I agree but it really depends because it makes your hands biger.
Title: Re: Fan Mechanics Week #33: Trial By Fire
Post by: Aureustgo on April 02, 2022, 05:18:21 pm
It is a strong handsize Attack, stronger than Legionary ... but do you really want to blow up your terminal draw for it?
I think it could also use a thematic improvement. Is there a reason an assassin draws cards? Gives you a buy? (Other cards with this theme, thief, saboteur, cutpurse, etc., do none of these things). An assassin presumably kills for money, and so the card's benefit should be in nabbing treasure, or something along those lines. Perhaps be less concerned about filling design space, and more on coming up with a thematically tight and innovative card.
Title: Re: Fan Mechanics Week #33: Trial By Fire
Post by: fika monster on April 03, 2022, 02:52:10 am
(https://i.imgur.com/5typr6H.png)

my submission: A weak village with a Burn ability that enables you to get another turn, turning it into a smithy or a bustling village depending on choice.

I still feel like its missing something, but im not sure what.
Title: Re: Fan Mechanics Week #33: Trial By Fire
Post by: UltimateGeek on April 03, 2022, 08:41:10 am
County Fair - a rotating split pile

(https://tinyurl.com/cf-park-n-ride-1-1-img) (https://tinyurl.com/cf-ticket-booth-1-1-img) (https://tinyurl.com/cf-ride-ticket-1-0) (https://tinyurl.com/cf-state-fair-1-1-img)

$2 Action: Park & Ride
+1 Card
You may trash up to two cards from your hand.
You may rotate the County Fairs.

$3 Action - County Fair: Ticket Booth
+1 Action
+$1
You may spend $1 to gain a Treasure costing up to $5.

$4 Treasure - County Fair: Ride Ticket
+$1
+$1 per differently named Victory card in the trash.

$5 Victory - Action - County Fair: State Fair
+1 Card
+1 Action
+1 Buy per differently named Victory card in the trash.
-
1%
§: + 3%


v1.1 EDIT:
Title: Re: Fan Mechanics Week #33: Trial By Fire
Post by: emtzalex on April 04, 2022, 12:51:25 pm
It is a strong handsize Attack, stronger than Legionary ... but do you really want to blow up your terminal draw for it?
I think it could also use a thematic improvement. Is there a reason an assassin draws cards? Gives you a buy? (Other cards with this theme, thief, saboteur, cutpurse, etc., do none of these things). An assassin presumably kills for money, and so the card's benefit should be in nabbing treasure, or something along those lines. Perhaps be less concerned about filling design space, and more on coming up with a thematically tight and innovative card.

Highwayman gives +Cards on a subsequent turn (as does Warlord and Haunted Woods).
Title: Re: Fan Mechanics Week #33: Trial By Fire
Post by: UltimateGeek on April 05, 2022, 08:16:05 am
County Fair - a rotating split pile
Park & Ride is far too similar to Student.
Ticket Booth looks very weak. Terminal sifting is not really a thing with only 1 Card and it does nothing in Kingdom without other Alt-Treasures for a long time (takes a long time until Ride Ticket is more than just a Silver).
I like State Fair though, that is some cool Forager style interaction. But the on-play effect has to be stronger.

Thank you for the feedback, segura.  8)
Title: Re: Fan Mechanics Week #33: Trial By Fire
Post by: spineflu on April 05, 2022, 10:49:58 am
(https://trello.com/1/cards/624c56e94f022744061e891c/attachments/624c56ee4d21ab8364064a65/previews/624c56f04d21ab8364064b47/download/image.png)

Quote
Salt Collector • $4 • Action
If there are any empty supply piles, +1 Card and +1 Action.

Trash up to 2 cards from your hand. Gain a copy of any Action trashed this way.
-
§: Trash an Action from the Supply per Action in the Trash.
Title: Re: Fan Mechanics Week #33: Trial By Fire
Post by: Aquila on April 05, 2022, 02:13:21 pm
24 hours left
Title: Re: Fan Mechanics Week #33: Trial By Fire
Post by: Aquila on April 06, 2022, 05:38:24 pm
Results

In my exploration of this mechanic, I echo emtzalex in feeling like there's a lot that could be done with it. Your ideas show diversity and that often simplicity works well. Putting burn abilities on Durations at first felt like more possibilities, but now it doesn't seem like too many more. Maybe instead of trashing the card at the next Clean-up, trashing it at your next Clean-up would have been better, doing something like turn the card diagonally or upside down for tracking?
I also see that this is similar to other fan mechanics on the forum, like LFN's Activation type. Incidentally, my inspiration came from Star Realms; cards that trash (scrap) themselves for extra benefit is a central mechanic there.

And that's my introductory spiel.

infangthief
Quote
Slum - Action, (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png) cost.
+2 Actions
+1 Buy

-
(https://trello.com/1/cards/6242c46dc5dc0c3b8828597f/attachments/6242c5cc879b28274e5427e2/download/BurnAbilityIcon.png): discard your hand. +4 Cards.

Non-drawing Village with +Buy that can be burned for mild draw-to-X.
+: the hand change is effective on a burn ability; it's a choice, and doing it later than when played can make more draw. Losing a Village and a +Buy can make a challenging decision.
-: Drawing a poor hand with the burn can feel awful.
Overview: a useful package for engines or big money (burning while playing Treasures to draw more). Likeable, but possibly it's worth (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png).
Augie279(https://media.discordapp.net/attachments/827692005160648744/958371637256945684/Furnace.png?width=458&height=702)Smithy that can be burned for now and next turn Village.
+: Draw that burns for +Actions is a simple and effective use of the mechanic.
-: As already mentioned, tracking the next turn burn effect is awkward.
Overview: if the (https://trello.com/1/cards/6242c46dc5dc0c3b8828597f/attachments/6242c5cc879b28274e5427e2/download/BurnAbilityIcon.png) gave +2 Villagers instead, that might make a compelling card.
emtzalex(https://i.imgur.com/80ozJqgh.png)
Fair as a Hireling (http://wiki.dominionstrategy.com/index.php/Hireling) variant that can be turned off for a (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png) refund.
+: Carrying a lump of money over to a future turn is a good way to use the burn mechanic, being limited to cards in the Supply unlike Coffers.
-: nothing wrong really, I'm just not too excited by this.
Overview: very much a plan ahead card, since it's not the best for early +Buys. Because it's a (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png), I guess players will almost always get this thinking ahead to Provinces/relevant win condition, and not to building. At (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png) giving less (http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png), it may help build too. I think this is what's boring me.
scolapasta(https://i.imgur.com/AtYwC7p.png)A Coffers and Villager in one, as a card.
+: very simple, it can be used just like a Villager and/or a Coffers.
-: perhaps not too interesting because this almost already exists in more flexible forms; a Villager can let terminal draw be played first in a turn, but this needs to be played before terminal draw to work.
Overview: it can exist, a (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) that never hurts the deck, but it won't add much excitement.
Xen3k(https://live.staticflickr.com/65535/51973134697_03a2466bfd_b.jpg)One-shot trasher and payload in one.
+: the (https://trello.com/1/cards/6242c46dc5dc0c3b8828597f/attachments/6242c5cc879b28274e5427e2/download/BurnAbilityIcon.png) adds an alternative early game function to an otherwise mid to late game card; a nice use of the mechanic. It has pleasing niches over other trashers.
-: with payload including +Buy and mass trashing, this may dictate the way every game it's in is played. With no other trashing, (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)/(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) openings are at a huge advantage.
Overview: perhaps a cheaper variant trashing fewer cards and giving (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) would be less dictating and be accessible to everyone regardless of opening.
Timinou(https://i.imgur.com/O5Inj4E.png)Engine support that may become alt VP later.
+: A tempting trasher that can disappear when it's done or if the burn boost is needed now, that can also have strong reason to keep around. It makes interesting decisions while being interactive.
-: the VP strength is affected by the number of players in the game, especially without Shelters.
Overview: somehow make the VP work around player number, and this could be interesting.
LibraryAdventurer
Quote
Witch Trials - Action Attack, (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) cost.
+1 Buy
+ (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png)

Each other player gains a Curse.
-
(https://trello.com/1/cards/6242c46dc5dc0c3b8828597f/attachments/6242c5cc879b28274e5427e2/download/BurnAbilityIcon.png): return up to 2 Curses from your hand or the trash to the Supply.

A curser that can keep the pressure on a long time. Burning during the on-play effect could be relevant as Curses can be pulled out from the trash to give out should the pile be empty.
+: It's a much gentler Witch that has an interesting choice with its (https://trello.com/1/cards/6242c46dc5dc0c3b8828597f/attachments/6242c5cc879b28274e5427e2/download/BurnAbilityIcon.png). Having to trash the card to put Curses back into the Supply stops cursing going on indefinitely.
-: behaviour will be a bit different with number of players; 2 returned Curses will be given out in one attack in 3-player, but not in 2.
Overview: I started out not liking this - returning Curses never seemed doable - but I've warmed to it. It appears to be a high skill curser, which not many of the official ones are, involving thought about having the fewest Curses long term.
Joxeft(https://trello.com/1/cards/622148ff423fd06905f52c39/attachments/624872dad7c2676f341917db/download/Assassin.png)Next-turn hand size increaser or one-shot Attack with 3-card Minion. I assume the next turn +2 Cards +1 Buy first checks the (https://trello.com/1/cards/6242c46dc5dc0c3b8828597f/attachments/6242c5cc879b28274e5427e2/download/BurnAbilityIcon.png) hasn't been used.
+: The on-play can defend against the attack, if one doesn't use the (https://trello.com/1/cards/6242c46dc5dc0c3b8828597f/attachments/6242c5cc879b28274e5427e2/download/BurnAbilityIcon.png).
-: the attack can be used politically in 3+ players; one can wait until the player to the left has had their turn. Yes their next turn will be weaker, but they may not get a next turn.
Overview: this card helped me see that a Duration (https://trello.com/1/cards/6242c46dc5dc0c3b8828597f/attachments/6242c5cc879b28274e5427e2/download/BurnAbilityIcon.png) attack isn't safe ground.
fika monster(https://i.imgur.com/5typr6H.png)Weak engine assistance that burns to grant the Cavalry effect.
+: There are several fun combos; like gaining and buying things to the top of the deck, drawing them with the (https://trello.com/1/cards/6242c46dc5dc0c3b8828597f/attachments/6242c5cc879b28274e5427e2/download/BurnAbilityIcon.png) and having the +Actions to play them.
-: nothing much can be wrong with this, only its similarity to Cavalry. Even then, the timing of the return to Action phase creates different play.
Overview: safe and interesting.
UltimateGeek(https://tinyurl.com/cf-park-n-ride-1-1-img)(https://tinyurl.com/cf-ticket-booth-1-1-img)
(https://tinyurl.com/cf-ride-ticket-1-0)(https://tinyurl.com/cf-state-fair-1-1-img)
Rotating split pile focused on the powerful top trasher and the bottom VP card. As yet, I've had no play experience with rotating piles.
+: scaling payload in Ride Ticket could be interesting in a rotating pile.
-: The best Treasure Ticket Booth can get is often Silver; it helps to patch up economy loss from Park & Ride trashing, but is still a weak (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png). There's no urgent rush to trash the State Fairs since they're cantrips, so Ride Ticket won't often do much.
Overview: Park & Ride is very desirable, so these County Fairs will likely rotate. Ticket Booth could easily be ignored unless a nice (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) Treasure is in the game. Ride Ticket could become a cheap Gold later, and until then will be skipped. State Fair is a good pick-up worth contesting, an easier Distant Lands (http://wiki.dominionstrategy.com/index.php/Distant_Lands).
So, as is, the game flow with this pile seems quite scripted, and the two middle cards could be strengthened with more independent use.
spineflu(https://trello.com/1/cards/624c56e94f022744061e891c/attachments/624c56ee4d21ab8364064a65/previews/624c56f04d21ab8364064b47/download/image.png)Deck thinner that can be used later as a Supply emptier.
+: it makes large on the unconventional way to end the game while providing a constant self benefit.
-: it could put huge pressure on with explosive emptying potential. Several factors can make it crazy: more players; presence of certain cards like Cultist (http://wiki.dominionstrategy.com/index.php/Cultist) or Necromancer (http://wiki.dominionstrategy.com/index.php/Necromancer); if this is the only trasher.
Overview: a radical fan card that may spice up a few games, but I wouldn't think too many. Sometimes this won't be welcome on the table.

Based on what I think could be added to the official game the best, the shortlist:
Slum, Overgrown City, Witch Trials, Second Chance.

Now this is tough between my top two here. But I will say...

Runner-up: Witch Trials by LibraryAdventurer

Winner: Second Chance by fika monster

Second Chance demonstrates very nicely what a (https://trello.com/1/cards/6242c46dc5dc0c3b8828597f/attachments/6242c5cc879b28274e5427e2/download/BurnAbilityIcon.png) can do. It has different possible functions depending on when during the turn it's used, with a variable top part to help.

fika monster, the floor's all yours.
Title: Re: Fan Mechanics Week #33: Trial By Fire
Post by: fika monster on April 07, 2022, 09:46:24 am
oh wow thanks! ill make a thread tommorow, busy right now
Title: Re: Fan Mechanics Week #33: Trial By Fire
Post by: fika monster on April 08, 2022, 12:35:30 pm
Im on a new medication and is feeling somewhat under the weather. could i nominate someone else to make the theme and judgement for next week?
Title: Re: Fan Mechanics Week #33: Trial By Fire
Post by: Timinou on April 08, 2022, 02:02:12 pm
Im on a new medication and is feeling somewhat under the weather. could i nominate someone else to make the theme and judgement for next week?

Of course! I hope you get better soon.

Traditionally, we've let the Runner Up take over if the Winner can't, so maybe LibraryAdventurer will be kind enough to take over.
Title: Re: Fan Mechanics Week #33: Trial By Fire
Post by: Joxeft on April 08, 2022, 02:22:28 pm
Im on a new medication and is feeling somewhat under the weather. could i nominate someone else to make the theme and judgement for next week?

Of course! I hope you get better soon.

Traditionally, we've let the Runner Up take over if the Winner can't, so maybe LibraryAdventurer will be kind enough to take over.
Ok.
Title: Re: Fan Mechanics Week #33: Trial By Fire
Post by: LibraryAdventurer on April 09, 2022, 12:47:29 am
Okay then. I will start the new thread momentarily*.

*Which is the incorrect (or new 'correct') usage of this word. The word means "for a moment" not "in a moment", but that is neither here nor there...

EDIT: Posted.

@fika monster, hope you feel better soon.
Title: Re: Fan Mechanics Week #33: Trial By Fire
Post by: emtzalex on April 18, 2022, 02:25:38 pm
I made a bunch more of these, but I have been slammed at work. Here are a few with my comments (and some more with much less to say):

(https://i.imgur.com/pa5BVIYh.png)
Quote
Ronin • $4 • Action
+1 Action
+1 Card per Ronin in the trash. Discard a card per 2 Ronin in the trash (round down).

(https://trello.com/1/cards/6242c46dc5dc0c3b8828597f/attachments/6242c5cc879b28274e5427e2/download/BurnAbilityIcon.png): Gain a Ronin

Ronin is a scaling, non-terminal drawing + sifting card. It's burn ability lets a player add a Ronin to the trash--thus scaling up the power of all Ronin cards--while getting another one to replace it (while they last). The first time one is played, it is a Ruined Village, but it quickly gets more powerful, turning into a cantrip, then a Fugitive, then a sifting Lab (with 3 or 4 Ronin in the trash). At just 5 it's a 2-card sifting double Lab.

This is easily my favorite card here. It wouldn't have been a good submission because it is far to centralizing (you just can't let your opponent get 3 Ronin and trash the other 7; they would effectively draw their deck most turns). And while it's strong, I'm not sure it would actually be as overpowering as it looks in first glance. A rush on these does interesting things, especially in a multiplayer game. If each of 3 players gets 3 of them, everyone is stuck with cantrips (unless someone wants to trash theirs, keeping 2 Fugitives to everyone else's 3). It gets even more interesting with cars that gain from the trash. I think this could be a really fun card to play.



Here are some simple cards I came up with:

(https://i.imgur.com/1VEOSDQh.png)
Quote
Fueller • $5 • Action
+1 Card
+1 Action
+$1

(https://trello.com/1/cards/6242c46dc5dc0c3b8828597f/attachments/6242c5cc879b28274e5427e2/download/BurnAbilityIcon.png): +2 Coffers

A simple Peddler variant, it's Burn effect gives you 2 Coffers. You will usually only want to use this when you are trying to hit an important price point, meaning it could probably have just given Coins, but the Coffers allows (a) if you only need $1, to save the other, and (b) to work better with certain combos (e.g. gain-from-trash cards, Sunken Treasure).


(https://i.imgur.com/ZGj0VjIh.png)
Quote
Stash House • $4 • Action
+3 Cards
+1 Action
Discard 3 cards.

(https://trello.com/1/cards/6242c46dc5dc0c3b8828597f/attachments/6242c5cc879b28274e5427e2/download/BurnAbilityIcon.png): Look through your discard pile and put a card from it into your hand.

Ever play Warehouse and think, "if only I could keep just 1 more card"? Stash House lets you do that, allowing you to burn it to get one of the cards you discarded (or another card you know is in your discard pile) back into your hand.


(https://i.imgur.com/RbPEiIdh.png)
Quote
Strategic Hero • $5 • Action
+3 Cards
+1 Buy

(https://trello.com/1/cards/6242c46dc5dc0c3b8828597f/attachments/6242c5cc879b28274e5427e2/download/BurnAbilityIcon.png): +2 Actions

A terminal draw card that could be burned for +Actions seemed like an obvious design space (as recognized by Augie279). I went with a riff on Tragic Hero (hence the +1 Buy).

Conversely, with cards that reduce your hand size, a natural combo was a draw-to-X burn effect:

(https://i.imgur.com/XvFzNd6h.png)
Quote
Wicked Little Town • $3 • Action
+2 Actions
Discard any number of cards for +$1 each.

(https://trello.com/1/cards/6242c46dc5dc0c3b8828597f/attachments/6242c5cc879b28274e5427e2/download/BurnAbilityIcon.png): Draw until you have 6 cards in hand.

A Secret Chamber village (which, in retrospect should maybe have +1 Buy), it's regular play is fairly weak. But if you are willing to burn it, it is actually a fairly strong effect. Another way to reduce your hand size is with trashing:

(https://i.imgur.com/gCEv89dh.png)
Quote
Martyr • $4 • Action
+1 Action
Trash cards from your hand until you have 3 cards in hand. +$1 per card trashed.

(https://trello.com/1/cards/6242c46dc5dc0c3b8828597f/attachments/6242c5cc879b28274e5427e2/download/BurnAbilityIcon.png): Draw until you have 6 cards in hand.

While most similar to Forager, this does a couple of interesting things. From a 5 card hand, it non-terminally trashes 1 card and gives +$1. First, the trash-to-X can significantly enhance it's synergy with drawing abilities that increase your hand size if you have a lot to trash, but later on can actually make it weaker (if you only have 1 or 2 cards bad cards left, getting them to collide without trashing cards you want to keep might be tricky. As previously mentioned, the draw-to-x synergizes with your smaller handsize (although not as much), but the real beauty of the burn ability is that it lets you get rid of your trasher when you are done with it.

Both WLT and Martyr have another synergy with Tactician. Because their DtX can be played any time, you can play a Tactician, discard your entire hand, then burn one of them to fill your hand up again.


(https://i.imgur.com/J59iC2xh.png)
Quote
Well-Fed Workshop • $4 • Action
Gain a card costing up to $4.

(https://trello.com/1/cards/6242c46dc5dc0c3b8828597f/attachments/6242c5cc879b28274e5427e2/download/BurnAbilityIcon.png): You may return the card you gained to the Supply, to gain a card costing exactly $1 more than it.

I had the idea for this effect first, and when it occurred to me that this is a combination of Workshop and Feast, the name was an obvious next step.


(https://i.imgur.com/HzsPcq4h.png)
Quote
Toadies • $2 • Action - Liaison
+2 Cards
Discard any number of cards (revealed). +2 Favors per 2 different types they have (round down).

(https://trello.com/1/cards/6242c46dc5dc0c3b8828597f/attachments/6242c5cc879b28274e5427e2/download/BurnAbilityIcon.png): +2 Villagers

I also wanted to make a Liaison. This is a blend of Lackeys and Sycophant.




(https://i.imgur.com/G3XUaGih.png)
Quote
Lost Memorial • $4 • Action - Victory
+1 Action

Worth 1VP per 2 copies of Lost Memorial in the trash (round down).
(https://trello.com/1/cards/6242c46dc5dc0c3b8828597f/attachments/6242c5cc879b28274e5427e2/download/BurnAbilityIcon.png): +1% per 2 copies of Lost Memorial in the Supply (round down).

I made a Victory card, Lost Memorial. Early in the game it can be trashed for a significant VP payoff, while later on the trashed copies make those that player's keep more valuable.

(https://i.imgur.com/CdGmjfOh.png)
Quote
Evil Eye • $0 • Action - Attack - Curse
Discard 2 cards.

(https://trello.com/1/cards/6242c46dc5dc0c3b8828597f/attachments/6242c5cc879b28274e5427e2/download/BurnAbilityIcon.png): Each other player gains a Curse.

-2VP

I also designed a Curse. This is a regular Kingdom card, in the Supply, and when a cards tells a player to "gain a Curse" they have the option of choosing Evil Eye if it's available. While the self-trashing and attack are obvious benefits, don't get stuck with one at the end of the game: it's worth 2x the -VP.




Another idea I had was for burn effect treasure cards, the main point of which was that they can trash themselves when they are no longer a good fit in your deck. I came up with two ideas:

(https://i.imgur.com/5YtUIHLh.png)
Quote
Novelties • $1 • Treasure
+$1

(https://trello.com/1/cards/6242c46dc5dc0c3b8828597f/attachments/6242c5cc879b28274e5427e2/download/BurnAbilityIcon.png): +1 Villager

(https://i.imgur.com/8E00Mvbh.png)
Quote
Quicksilver • $4 • Treasure
+$2

(https://trello.com/1/cards/6242c46dc5dc0c3b8828597f/attachments/6242c5cc879b28274e5427e2/download/BurnAbilityIcon.png): +1 Buy

Quicksilver is alternative Silver that can trash itself. The +1 Buy will (hopefully) be conveniently timed to when you have a bunch of Treasures. Novelties you are more likely to get from a +1 remodel variant. You can trash them the next time they are around whether or note they collide.



Finally, I did a few with other fan mechanics:


(https://i.imgur.com/qRPzm7Jh.png)
Quote
Postal Route • $4 • Action
Choose two: +1 Action; or +1 Buy; or gain a card costing up to $4. The choices must be different.

(https://trello.com/1/cards/6242c46dc5dc0c3b8828597f/attachments/6242c5cc879b28274e5427e2/download/BurnAbilityIcon.png): +3 Routes

A little Thurn and Taxis vibe, a non-terminal gainer (or source of +Buys) that can be trashed for some Route tokens (which can then be used to put later-gained cards into a player's hand).


(https://i.imgur.com/HqKU7wnh.png)
Quote
Chinatown • $4 • Action - Level
+2 Actions
Draw until you have 1 card in hand per Level.

(https://trello.com/1/cards/6242c46dc5dc0c3b8828597f/attachments/6242c5cc879b28274e5427e2/download/BurnAbilityIcon.png): Put 3 Level tokens on your Chinatown pile.

A scaling draw-to-x village, the name (which is a bit anachronistic for Dominion) is a reference to the old noir film and the reveal of wrecking land temporarily to make it more profitable down the road.


(https://i.imgur.com/T8wt8zkh.png)
Quote
Matriarch • $6 • Action - Kin
+$2
Play a different Kin card from the Supply, leaving it there.

(https://trello.com/1/cards/6242c46dc5dc0c3b8828597f/attachments/6242c5cc879b28274e5427e2/download/BurnAbilityIcon.png): Move your +1 Card, +1 Action, +1 Buy, or +$1 token to a Kin Supply pile you have no tokens on.

And, finally, Matriarch, using the Kin mechanic. My riff on Elder, it plays one of the other 2 Kin cards. Burning a $6 is a steep price, but it lets you combine the tokens if you can pull it off.