Eldritch Dealer - Action - $4
+1 Card
+1 Action
+$2
-
When you gain this, gain a Curse, unless you pay $3.
(https://media.discordapp.net/attachments/827692005160648744/1022173894964162590/Night_Market1.png?width=458&height=702)
Fortune? With a bit of a more direct way to double your money. Costs $6 but has the Mint and Grand Market clauses so you're gonna have to trash some of those Treasures you might want to play again. Doesn't consider stuff like cost reduction-Workshop, but if you can get it in a non-traditional way good for you.
It should probably say "trash all non-Duration Treasures you have in play." Although fairly remote, there are cases where a player might gain this on another player's turn. It probably shouldn't trash all of that opponent's Treasure cards.
Blood Ruby
Treasure $4
You may play a Treasure from your hand three times.
-
When this is gained, Exile 2 Curses from the supply and each other player gets +1 Coffers.[\quote]
(https://i.imgur.com/e9YSCFYh.png) | Quote Runaway • $4 • Action |
(https://i.imgur.com/2yCIYJdh.png) | Quote Out in the Cold • State |
Btw, is there a way for everyone to host a weekly design co test? Do you need to apply or something?The reward for winning a Weekly Design Contest is being able to host and judge the next one. Other than that, no necessary applications.
Corrupt City
Action - Looter - $5
+2 Cards
+3 Actions
-
When you gain this, gain a Ruins.
Depending on the Ruins, it's overall either a Lost City (Ruined Library), Bazaar (Abandoned Mine), Bustling Village (Ruined Village), Workers' Village (Ruined Market), or Spy-Village thing (Survivors). It's always at least a Village though, and it becomes super good if you can get rid of the Ruins.
Corrupt City
Action - Looter - $5
+2 Cards
+3 Actions
-
When you gain this, gain a Ruins.
Depending on the Ruins, it's overall either a Lost City (Ruined Library), Bazaar (Abandoned Mine), Bustling Village (Ruined Village), Workers' Village (Ruined Market), or Spy-Village thing (Survivors). It's always at least a Village though, and it becomes super good if you can get rid of the Ruins.
Very very strong: i think this could be 6$ personally.
are cards like ways, landscapes or Allies allowed?
Sombrero - $3This card has a special back like Stash.
Action
+2 Cards
+1 Action
-
When shuffling this, put it on the bottom of your deck.
Sombrero - $3
are cards like ways, landscapes or Allies allowed?
Virus Lab - $3 - Action
+2 Cards
+1 Action
Reveal your hand. If you revealed any Curses, gain a Curse.
-
When you gain this, gain a Curse to the top of your deck.
Icy VentureA Venture that can't hit copies of itself. (not sure about the best wording).
$5 - Treasure - Duration - Reaction
+$2
Reveal cards from your deck until you reveal an Action or Treasure. Set it aside and play it at the start of your next turn. Discard the rest.
-
When you reveal this, set it aside, and keep revealing cards as if you hadn't revealed it, then discard this when the current card is resolved.
Should probably be a reaction.QuoteIcy VentureA Venture that can't hit copies of itself. (not sure about the best wording).
$5 - Treasure - Duration
+$2
Reveal cards from your deck until you reveal an Action or Treasure. Discard the other revealed cards. If you revealed a Treasure, play it. Otherwise, set it aside and play it at the start of your next turn.
-
When you reveal this, set it aside, and keep revealing cards as if you hadn't revealed it, then discard this when the current card is resolved.
QuoteIcy VentureA Venture that can't hit copies of itself. (not sure about the best wording).
$5 - Treasure - Duration
+$2
Reveal cards from your deck until you reveal an Action or Treasure. Discard the other revealed cards. If you revealed a Treasure, play it. Otherwise, set it aside and play it at the start of your next turn.
-
When you reveal this, set it aside, and keep revealing cards as if you hadn't revealed it, then discard this when the current card is resolved.
QuoteIcy VentureA Venture that can't hit copies of itself. (not sure about the best wording).
$5 - Treasure - Duration
+$2
Reveal cards from your deck until you reveal an Action or Treasure. Discard the other revealed cards. If you revealed a Treasure, play it. Otherwise, set it aside and play it at the start of your next turn.
-
When you reveal this, set it aside, and keep revealing cards as if you hadn't revealed it, then discard this when the current card is resolved.
What about "reveal cards from your deck until you reveal an Action or Treasure other than an Icy Venture"?
Oh yeah, forgot that. fixed now.Should probably be a reaction.QuoteIcy VentureA Venture that can't hit copies of itself. (not sure about the best wording).
$5 - Treasure - Duration
+$2
Reveal cards from your deck until you reveal an Action or Treasure. Discard the other revealed cards. If you revealed a Treasure, play it. Otherwise, set it aside and play it at the start of your next turn.
-
When you reveal this, set it aside, and keep revealing cards as if you hadn't revealed it, then discard this when the current card is resolved.
FWIW, this is what this would look like on an actual card (not the right triple-color scheme):Oh yeah, forgot that. fixed now.Should probably be a reaction.QuoteIcy VentureA Venture that can't hit copies of itself. (not sure about the best wording).
$5 - Treasure - Duration
+$2
Reveal cards from your deck until you reveal an Action or Treasure. Discard the other revealed cards. If you revealed a Treasure, play it. Otherwise, set it aside and play it at the start of your next turn.
-
When you reveal this, set it aside, and keep revealing cards as if you hadn't revealed it, then discard this when the current card is resolved.
(https://i.imgur.com/i0ZVc5W.png)QuoteVirus Lab - $3 - Action
+2 Cards
+1 Action
Reveal your hand. If you revealed any Curses, gain a Curse.
-
When you gain this, gain a Curse to the top of your deck.
+2 cards
+2 actions
Gain a horse
-
When you gain this or another non-copper non-horse card while this is in play, gain a copper.
———
Action
———
(5)
oh. uh...FWIW, this is what this would look like on an actual card (not the right triple-color scheme):QuoteIcy VentureA Venture that can't hit copies of itself. (not sure about the best wording).
$5 - Treasure - Duration
+$2
Reveal cards from your deck until you reveal an Action or Treasure. Discard the other revealed cards. If you revealed a Treasure, play it. Otherwise, set it aside and play it at the start of your next turn.
-
When you reveal this, set it aside, and keep revealing cards as if you hadn't revealed it, then discard this when the current card is resolved.
(https://i.imgur.com/p8WHqbP.png)
Which satisfies the "fine print" of the contest, but I think it would be good to look into ways in which you can reduce the amount of text needed.
(https://i.imgur.com/2vEZoOQ.png)
It's jealous of other cards you get ;D
oh. uh...FWIW, this is what this would look like on an actual card (not the right triple-color scheme):QuoteIcy VentureA Venture that can't hit copies of itself. (not sure about the best wording).
$5 - Treasure - Duration
+$2
Reveal cards from your deck until you reveal an Action or Treasure. Discard the other revealed cards. If you revealed a Treasure, play it. Otherwise, set it aside and play it at the start of your next turn.
-
When you reveal this, set it aside, and keep revealing cards as if you hadn't revealed it, then discard this when the current card is resolved.
(https://i.imgur.com/p8WHqbP.png)
Which satisfies the "fine print" of the contest, but I think it would be good to look into ways in which you can reduce the amount of text needed.
I guess that's the problem with not mocking up cards is I never realize how wordy they turn out to be.
If I think of a better version (or something else), I'll update it. If not, well, I probably won't win.
(Also, I keep thinking up concepts that seem simple in my head but take a lot of words to write out.)
I guess that's the problem with not mo cking up cards is I never realize how wordy they turn out to be.
If I think of a better version (or something else), I'll update it. If not, well, I probably won't win.
(Also, I keep thinking up concepts that seem simple in my head but take a lot of words to write out.)
Oh that's nothing
(https://i.imgur.com/FReDjRw.png)
oh. uh...FWIW, this is what this would look like on an actual card (not the right triple-color scheme):QuoteIcy VentureA Venture that can't hit copies of itself. (not sure about the best wording).
$5 - Treasure - Duration
+$2
Reveal cards from your deck until you reveal an Action or Treasure. Discard the other revealed cards. If you revealed a Treasure, play it. Otherwise, set it aside and play it at the start of your next turn.
-
When you reveal this, set it aside, and keep revealing cards as if you hadn't revealed it, then discard this when the current card is resolved.
(https://i.imgur.com/p8WHqbP.png)
Which satisfies the "fine print" of the contest, but I think it would be good to look into ways in which you can reduce the amount of text needed.
I guess that's the problem with not mocking up cards is I never realize how wordy they turn out to be.
If I think of a better version (or something else), I'll update it. If not, well, I probably won't win.
(Also, I keep thinking up concepts that seem simple in my head but take a lot of words to write out.)
Mad Alchemist - $4
Action
If you have Toxic Vapors, you may put a card from your hand onto your Tavern mat, for +3 Cards and +1 Action.
----
When you gain this, take Toxic Vapors.
Toxic Vapors
State
When scoring, -2% per 3 cards you have on your Tavern mat (round up).
QuoteMad Alchemist - $4
Action
+2 Cards
You may put a card from your hand onto your Tavern mat, for +2 Cards and +1 Action.
-
Setup: Each player takes Toxic Vapors.QuoteToxic Vapors
State
When scoring, -2% per 5 cards you have on your Tavern mat (round up).
QuoteMad Alchemist - $4
Action
+2 Cards
You may put a card from your hand onto your Tavern mat, for +2 Cards and +1 Action.
-
Setup: Each player takes Toxic Vapors.QuoteToxic Vapors
State
When scoring, -2% per 5 cards you have on your Tavern mat (round up).
This drawback is not nearly harsh enough. If you put your whole starting deck onto your mat, you'll have -1 VP net, whereas if you trash your whole starting deck, you'll have 0 VP. So it's only slightly worse than just trashing cards. Then you also have the option to thin other green cards. So I think this is actually better than just +4 cards, +1 action, trash a card, which would be completely busted at $4.
I'm not sure if there's a reasonable ratio of -VP/card(s) where the card is balanced, but I do think the idea of thinning at the cost of VP is neat and has potential.
It will be fine in most games, but I don't like that the penalty will unnecessarily hose other cards that use the Tavern Mat, especially things like Miser, Ratcatcher, Distant Lands, and Wine Merchant which all encourage putting multiples of themselves (or Coppers in Miser's case) on the Tavern Mat. The simplest fix would be to just create a separate mat that's used just for Mad Alchemist. You also could then put the scoring instructions on the mat and eliminate the need for States.
I think it needs to gain the state when you gain a Mad Alchemist. Otherwise, there's no reason for it to not be a Landmark (which would also disqualify the card). One easy way to make it a lot closer to being balanced is have it be +1 Card and +1 Action when you put a card on the mat (instead of another +2 cards). Would still be too strong for $4 with only that change, but then you can tweak the penalty till it works.It will be fine in most games, but I don't like that the penalty will unnecessarily hose other cards that use the Tavern Mat, especially things like Miser, Ratcatcher, Distant Lands, and Wine Merchant which all encourage putting multiples of themselves (or Coppers in Miser's case) on the Tavern Mat. The simplest fix would be to just create a separate mat that's used just for Mad Alchemist. You also could then put the scoring instructions on the mat and eliminate the need for States.
Having a dedicated Mat would be an interesting idea, but would not really fit the rules of the contest to have the penalty appear below the line. I could always have you gain the State if you gain a Mad Alchemist, so it becomes an active choice.
(https://i.imgur.com/LYXLRFQ.png)
Clothier
Action ($5)
Gain a Gold or 2 cards costing up to $4.
---
You can't buy this if you have any Golds in play.
Weaver, but bigger. However if you gain Golds it will be harder to acquire more of them, and as they can also gain you engine pieces it's something to be mindful of.
(https://i.imgur.com/LYXLRFQ.png)
Clothier
Action ($5)
Gain a Gold or 2 cards costing up to $4.
---
You can't buy this if you have any Golds in play.
Weaver, but bigger. However if you gain Golds it will be harder to acquire more of them, and as they can also gain you engine pieces it's something to be mindful of.
combined $4 or $4 each?
(https://i.imgur.com/i0ZVc5W.png)QuoteVirus Lab - $3 - Action
+2 Cards
+1 Action
Reveal your hand. If you revealed any Curses, gain a Curse.
-
When you gain this, gain a Curse to the top of your deck.
In games without a possibility to get rid of the Curses, this is worse than a do-nothing cantrip. (The lab's card draw and the when-gain curse cancel each other out over each shuffle, except for the -1VP, and you will likely not be able to play Virus Lab or get further curses several times).
In the more common case where you can trash curses, Virus Lab may be worth buying, but you still risk a Rats-like cascade of Curses if you're unlucky to draw a Curse from playing Virus Lab itself.
Gilded Reef
$7
Victory
7%
-
When you gain this, each other player may gain a Gold onto their deck.
(https://live.staticflickr.com/65535/52389239550_79e6e2706c_b.jpg) (https://live.staticflickr.com/65535/52388812566_088eeec354_b.jpg)QuoteMad Alchemist - $4
Action
If you have Toxic Vapors, you may put a card from your hand onto your Tavern mat, for +4 Cards and +1 Action.
----
When you gain this, take Toxic Vapors.QuoteToxic Vapors
State
When scoring, -1% per 2 cards you have on your Tavern mat (round up).
A draw 2 that can put a card from hand onto your Tavern mat to be non-terminal and draw 2 more cards. The catch isthat everyone starts withthe Toxic Vapors state, which makes players lose VP based on how many cards are on their Tavern mat. Toxic Vapors being a State made the most sense. I had a design without the State, but it was a lot of reading and it multiplied the VP lost by how many Mad Alchemists you had, which was not what I wanted. Feedback is appreciated.
Edit: Changed Toxic Vapors to penalize more aggressively. Mad Alchemist now plays more like Stables and requires you to have Toxic Vapors to function. Players now only take Toxic Vapors when they gain a Mad Alchemist. These changes should nerf Mad Alchemist and prevent hosing other cards that use the Tavern mat. The draw 4 cards may still be too good, but I want the card to be tempting. Should this be changed to just daw 3 cards? Feedback is appreciates.
Thanks to scott_pilgrim, 4est, and LibraryAdventurer
Old Version(s)
(https://live.staticflickr.com/65535/52388829124_1e8503d2e8_b.jpg) (https://live.staticflickr.com/65535/52388767113_3c9445ef37_b.jpg)
Slum City $4
action
+2 actions
+2 cards
---
Can't play any treasures while this is in play
I think this is to extreme, but I couldn't think of an better way.
Contest closed
Here are the submissions I have received:
Eldritch Dealer (Builder_Roberts)
Night Market (Augie279)
Blood Ruby (nyxfulloftricks)
Landlord (X-tra)
City of Gold (4est)
Freshman (xyz123)
Runaway (emtzalex)
The Gate (sumrex)
Corrupt City (Commodore Chuckles)
Crumbling City (NoMoreFun)
Storebox (majiponi)
Sombrero (faust)
Virus Lab (MrHiTech)
Icy Venture (LibraryAdventurer)
Affair (exfret)
IlstrawberrySeed’s Card
Swineherd (D782802859)
Treasure Island (Udzu)
Mad Alchemist (Xen3k)
Clothier (AJL828)
Gilded Reef (arowdok)
Serf (binbag420)
Slum City (lompeluiten)
If I missed your card, please let me know as soon as possible. I will attempt to get the results in sometime over the weekend.
Contest closed
Here are the submissions I have received:
Eldritch Dealer (Builder_Roberts)
Night Market (Augie279)
Blood Ruby (nyxfulloftricks)
Landlord (X-tra)
City of Gold (4est)
Freshman (xyz123)
Runaway (emtzalex)
The Gate (sumrex)
Corrupt City (Commodore Chuckles)
Crumbling City (NoMoreFun)
Storebox (majiponi)
Sombrero (faust)
Virus Lab (MrHiTech)
Icy Venture (LibraryAdventurer)
Affair (exfret)
IlstrawberrySeed’s Card
Swineherd (D782802859)
Treasure Island (Udzu)
Mad Alchemist (Xen3k)
Clothier (AJL828)
Gilded Reef (arowdok)
Serf (binbag420)
Slum City (lompeluiten)
If I missed your card, please let me know as soon as possible. I will attempt to get the results in sometime over the weekend.
(https://i.imgur.com/i0ZVc5W.png)QuoteVirus Lab - $3 - Action
+2 Cards
+1 Action
Reveal your hand. If you revealed any Curses, gain a Curse.
-
When you gain this, gain a Curse to the top of your deck.
In games without a possibility to get rid of the Curses, this is worse than a do-nothing cantrip. (The lab's card draw and the when-gain curse cancel each other out over each shuffle, except for the -1VP, and you will likely not be able to play Virus Lab or get further curses several times).
In the more common case where you can trash curses, Virus Lab may be worth buying, but you still risk a Rats-like cascade of Curses if you're unlucky to draw a Curse from playing Virus Lab itself.
Yeah. Don't bother judging this. I don't have time to make it better.