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Messages - Timinou

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76
Laws are landscapes that come in sets of 3, and provide any effect that will apply to a player's turn.

The rules are as follows:
  • Each player will have a wooden cube in their colour to track which Law will apply on their turn
  • Starting on Turn 3, at the start of each player's turn, that player will place their wooden cube on one of the available Laws
  • In a 2-player game, players cannot place their cube on a Law that already contains the other player's cube.  In a game with 3-5 players, players cannot place their cube on a Law that already contains two cubes. In a game with 6 players, players cannot place their cube on a Law that already contains three cubes
  • You must move your cube to a different Law at the start of your turn

I really like this concept, but I think there is a bit of an issue with this implementation. In a 2 player game, after Turn 3, no one gets to choose where their cube goes. At the start of each turn after that, there is (a) the Law your cube is on, (b) the Law your opponent's cube is on, and (c) the Law with no cube on it. Under these rules, your only "choice" is to move your cube to (c).

In a 5 player game, is be impossible to follow those rules in one situation. If at the start of your turn (after all the cubes are down) your cube is alone on a Law, that means that each other Law has 2 cubes on it. At that point, you either have to violate the rule that "In a game with 3-5 players, players cannot place their cube on a Law that already contains two cubes" or the rule that "You must move your cube to a different Law at the start of your turn" but you cannot follow both.

I don't immediately have a solution that I love for these. The most obvious would be to make it so there are 4 Laws in a set, but that seems like it might be too much. You could fix the issue with the 5 player game by allowing 3 cubes per Law, and just leave the 2 player rule, but it will make the mechanic play radically differently in 2 versus 3+ player games.

Thanks for the feedback.

Good catch on the lack of choice for 2-player games.  I think you're right that the most obvious fix is to increase the number of Laws per set to 4, so that you have 2 Laws to choose from.   

I think for the scenario in the 5-player game that you mentioned, perhaps the rule should be tweaked to say you must move "you must move your cube to a different Law at the start of your turn if you can"

Scaling this well based on the number of players is difficult, but I think Dominion already becomes a very different game at more than 3 players.

77
Variants and Fan Cards / Fan Card Mechanics Week 23: Laying Down The Law
« on: November 11, 2021, 01:51:44 pm »
Laws are landscapes that come in sets of 3 4, and provide any effect that will apply to a player's turn.

The rules are as follows:
  • No more than one set of Laws should be used per game
  • Each player will have a wooden cube in their colour to track which Law will apply on their turn
  • Starting on Turn 3, at the start of each player's turn, that player will place their wooden cube on one of the available Laws
  • In a 2-player game, players cannot place their cube on a Law that already contains the other player's cube.  In a game with 3-5 players, players cannot place their cube on a Law that already contains two cubes. In a game with 6 players, players cannot place their cube on a Law that already contains three cubes In a game with 3-6 players, players cannot place their cube on a Law that already contains two cubes.
  • You must move your cube to a different Law at the start of your turn if you can
  • The effects only apply to the active player even if an opponent's cube is on the same Law
  • Laws can have effects that apply to any phase of the player's turn

Below is an example of a set of Laws that is quite simple and straightforward:


However, I think the design space can be fairly large and so you could have more complex effects:


The cards above are not necessarily fun, interesting or balanced; they're just examples that I came up with fairly quickly.  I'm looking forward to seeing where you go with this!

You can find the card image generator template for Laws here.

You may decide to tweak any of the rules above; please just make sure it is clear in your submission which rule(s) you are tweaking.

78
Weekly Design Contest / Re: Weekly Design Contest #133: A Time to Feast
« on: November 11, 2021, 11:55:30 am »
JUDGEMENT

Thank you everyone for your entries and for your patience.  There were a lot of great submissions, and as always, judging isn't easy!  I wish I had the time to playtest the cards, but unfortunately I had to rely mainly on initial impressions.  Anyway, without any further ado, here are my comments:

Aquila's Hollow
Hollow can function as either a draw-to-X card or an Artificer-like gainer, and can be played immediately or as a duration.  The draw-to-X ability when played as a duration makes it a strong counter to handsize attacks, and otherwise functions like a non-cantrip Caravan.  The discard-for-benefit ability is watered down compared to Artificer, and playing it as a Duration for the purpose of gaining a card will often be suboptimal unless you have spammable cheap cards in the Kingdom. However, if you are able to play two or them (or throne one), the two functions of the card synergize quite beautifully. Interestingly, Hollow can pretty much guarantee that you are able to gain a $5-cost card in your next turn (barring any handsize attacks), so it could be useful for that purpose early in the game (although you would much rather see this on Turn 3 than Turn 4) or in a slog where being able to afford even a Duchy isn't always a given late in the game. I like the versatility of the card and with the right support, this can become fairly powerful.

mandioca15's Clairvoyant
Clairvoyant lets you gain a $5-cost card at the cost of either discarding a Treasure from your hand or receiving the next Hex.  In many decks, discarding a Treasure from hand will be a minor price to pay for being able to gain a $5-cost card, especially relative to receiving a Hex mid-turn, which can be quite brutal in some cases. There will be times when the choice of which penalty to take will be more interesting, but I would wager that more often than not the right choice will be fairly automatic and somewhat less interesting.

JW's Gala
Gala is an Action card version of Bargain (if you choose to gain a $5-cost card) the first time it is played in a turn, whereas for subsequent plays it becomes a vanilla Workshop. With the once-per-turn limitation and tried and true penalty of giving your opponent a Horse, the card seems balanced.  Bargain itself is rarely bought more than once per game in my experience, but there are obviously advantages to gaining a $5-cost card during your Action phase rather than in your buy phase, so I would expect players to use Gala's ability to gain a $5-cost card fairly often. 

Gubump's Larder *Short-List*
Larder makes use of the Journey token to alternate between gaining cards costing up to $3 and cards up to $5.  It's a clever use of the Journey token and I like that this costs the same as Workshop.  There will be certain Kingdoms where this will be much better than Workshop, but in others you may run the risk of adding cheap cards that your deck doesn't want.  I like the simplicity and elegance of the card.

Xen3k's Royal Foundries
Royal Foundries is a powerful $7-cost non-terminal gainer that let's you discard a card to gain a cheaper card to hand.  Ideally one would discard Colonies or Provinces but even discarding your expensive Actions or Treasures might not be much of a drawback if you can draw back around to them.  I prefer the revised version to the original one that self-trashed if it gained a card costing more than itself.  The card will be very strong, and in the greening phase you could even use Royal Foundries to gain and play more Royal Foundries. While it's definitely very strong, like with King's Court and Forge, Royal Foundries can whiff if you can't get it to collide with the right cards; while it's a card you probably want in your deck, the timing of when to buy one matters. I think the decision of when you start to green (as opposed to just buying more Royal Foundries) could also be interesting.

AJL828's Furnace
Furnace has an interesting concept whereby it allows you to reveal and discard any number of different named cards from your hand to gain a card costing up to $1 per card discarded.  It's relatively cheap compared to Artificer, but your deck would require quite a bit of work for it to function well as a gainer.  Games with Shelters or Heirlooms might make this more appealing early in the game, but I think on a lot of boards there will be more reliable gainers and unlike Artificer which also gives you some economy, Furnace doesn't do much else for you. I think it could even work at $2 as-is.

xyz123's Kitchen
Kitchen has similarities to Butcher in that it allows you to spend Coffers to gain cards.  The gaining is not contingent on trashing a card from your hand and so if you don't spend any Coffers you are forced to gain a $0-cost card.  I think the wording is a bit ambiguous since it could be misinterpreted as allowing you to gain multiple cards, each costing up to $2 per Coffer removed, rather than a single card costing up to $2 per Coffer removed.  This is an interesting twist on Workshop, and I like that it essentially forces you to spend Coffers if you don't want to junk your deck, because otherwise there would be a risk of this being too monolithic.  I'm not entirely sure about the balance of essentially doubling the value of your Coffers when playing Kitchen, as there are definitely strong synergies with other cards that give you Coffers.  Even the lowly Candlestick Maker can combo with Kitchen to let you gain expensive cards, and Kitchen could be quite potent in a Merchant Guild deck.

LastFootNote's Mill Town  *Short-List*
Mill Town is a village that lets you play Treasures from your hand to gain a card costing up to $1 per Treasure played.  Playing Treasures during your Action phase could lead to some cool, sometimes funky, interactions as we've seen with Black Market and Storyteller, and Mill Town would be a great enabler of draw-to-X engines. In fact, for me this would be the main appeal of the card rather than its gaining ability.  Since the cost of the gained card is based on the number of Treasures played rather than the value of those Treasures, building a deck around Mill Towns could be awkward especially in a weak Kingdom. Keeping a bunch of Coppers in your deck will make you more likely to dud, although if you aren't planning to gain Provinces with this, then you can still get by with some Copper-thinning. You still get to spend the coin from your Treasures in your Buy phase, but you will have less ammo for any subsequent Mill Town plays. Moreover, it will be hard to make good use of Mill Town's gaining ability until you get your engine humming (especially if this the only village in the Kingdom), since you generally want to play your villages before any terminal draw cards to find more Mill Towns and Treasures. 

4est's Prized Hog  *Short-List*
This is a cheap cantrip that won't do much for you early in the game, but once your deck has more nice stuff in it, you are more likely to reveal something useful that you would be happy to trade your Prized Hog in for.  Prized Hog could really shine as a gainer in a Kingdom with deck inspectors like Cartographers or Apothecaries, but I think this would be a fun card in any Kingdom.  I like that the card self-trashes when you choose to gain a card with it, as otherwise there would be the potential for it to snowball if one player gets lucky with some good hits early on. I also like the flavour of the card (mmm....bacon).

NoMoreFun's Matryoshka  *Short-List*
Matryoshka is a neat $6-cost card that lets you gain a card costing up to $5, and then a card costing up to $4 that shares no types with it.  In many Kingdoms, this probably means that you will opt for an Action card and a Silver in the building phase and perhaps a Duchy and something else in the greening phase.  Too many silvers often are not ideal for your deck if you are trying to build an engine, but it may be a relatively small price to pay for gaining a card costing up to $5 (it's not clear to me if this is a worse "penalty" than topdecking a card with Artisan).  That said, there will be boards that will allow you to gain both Action cards and useful Night cards or Kingdom Treasures, where Matryoshka will be especially strong and getting one in your deck early would help accelerate it significantly. 

emtzalex's Deploy
Deploy is a $7-cost Event that let's you gain and Queue a card costing up to $5.  Queuing is a fan mechanic similar to Exiling, except that you can add one card from your Queue to your hand at the start of your turn.  Deploy could have been even more simply worded to say "Queue a card costing up to $5", but I prefer the submitted version since it triggers any on-gain effects while still using a small amount of text.  The Event is reminiscent of Summon, except it works for $5-cost cards and provides you with a lot more flexibility since you are not required to play it at the start of your turn.  One minor downside relative to Summon is that Deploy cannot act as a village, which can sometimes be a useful feature of Summon in Kingdoms without bona fide villages. A bigger limitation is that buying Deploy multiple times in a turn will not allow you to see the Deployed card in your hand at the start of your next turn because of the way the Queue mechanic works, whereas this limitation does not apply to Summon or Reap.  I did wonder about whether Deploy should cost more than Reap, but perhaps the latter limitation justifies having them at the same cost.

spheremonk's Fete
Fete is meant to be used in place of an official Prize, and is essentially an enhanced Wish, which let's you gain two cards costing up to $6, one of which you gain to hand. Fete is a one-shot, as it get's placed on your Island Mat the first time it is played.  How good Fete is relative to official Prizes like Followers or Trusty Steed will of course be situational, although on average I think it would probably be one of the weaker Prizes due to its one-shot nature (although probably strictly better than just gaining a Duchy if your opponent doesn't reveal a Province).  It's an interesting idea (and I don't recall if there has already been a contest for designing a Prize but that could be fun), but I'm not sure if including this as a potential Prize really incentivizes you to go for Tournaments (you're probably doing so for Followers or Trusty Steed, or Princess if there is no other +Buy).  On the other hand, this is arguably less swingy then some of the official Prizes, which some players might prefer.

faust's Monk
Monk is an interesting card that lets you can trash a card from hand, and if there are no copies of it in the trash, you can gain a card costing up to $5.  If there are copies of it, you get to trash another card from hand.  It's quite a strong card in the opening, as both a decent trasher and allowing you to gain at least one $5-cost card unless you get unlucky.  As with most trashers, the utility of the card will dwindle over the course of the game and once you run out of uniques to trash you will no longer be able to use it as a gainer. There are scenarios where shuffle luck could turn players off Monk e.g. one player is able to trash a Copper with Monk and gain a $5-cost card, while their opponent then draws Monk in a hand with 4 Coppers (although the consolation would be getting to trash an extra Copper). You could also have rare scenarios where one player gets an Estate and Copper trash before the other even if they both open with Monk. To be fair, you can get nightmare draws with official cards as well (e.g. opening with Baron and not getting it to collide with an Estate). However, I think it will feel worse with Monk since you are almost forced to go for it if your opponent does (or if you think they will go for it). There may be boards with stronger openings where you could possibly skip or delay Monk, but I think those would be in the minority.

grep's Trapper  *Short-List*
Trapper is a non-terminal, Night gainer that lets you gain cards costing up to $5 and also lets you topdeck them if you wish.  The catch is that it only lets you gain cards that you don't already have in play (including itself), so it's ideal for strategies that want a variety of different cards in your deck.  Nevertheless, Trapper would be quite strong early in the game and looks like a great option as a first $5.  At worst, you can still gain Duchies with during the greening phase.

X-tra's Staircase  *Short-List*
Boom! Another $10-cost Event that allows you to add a bunch of stuff to your deck.  It gives you more flexibility than with Populate (although the degree of flexibility will vary in each Kingdom), and could potentially add less junk to your deck relative to Alliance (although it generally won't score you as much points).  While reminiscent of the other official $10-cost Events, I think this is different enough and moreover gives you a bit more to think about.  I like it!

spineflu's Bribe
Bribe is an interesting card that requires you to trash it along with a Gold from your hand to gain 2 differently named cards from the Supply.  If you can't or don't want to trash it and a Gold for the gaining ability, then Bribe reduces the cost of Gold, so there is a nice self-synergy there.  Bribe lets you gain any 2 differently named cards regardless of cost (including Colony, Possession, City Quarter, or a revealed Fortune), so the potential payoff could be huge. Like with cards like Treasure Map, it's probably best to have some deck control before plopping Bribes into your deck, which would mitigate the luck factor.  Where deck control is not possible (or if you don't have gold gainers in the Kingdom), I could see this sometimes being quite swingy even with the consolation of making Gold cheaper.

LibraryAdventurer's Bronzeworks
Bronzeworks lets you gain a card costing up to $5, and if it happens to be an Action, Bronzeworks becomes non-terminal and you get to topdeck that Action.  Bronzeworks also has an interesting twist whereby you can gain a Curse for 3VP.  All other types of cards are gained to hand, which can be quite useful when you need Treasures as payload or if you want to gain a Victory card and are able to Exile it or place it on your Island mat right away.  I think this looks quite good compared to Artisan for gaining Actions even if they aren't gained to hand; because of the non-terminal nature you could still draw any Action that you topdeck (and sometimes with Artisan you need to topdeck the gained card anyway). You would need to be wary of Curse pile-outs in games with Bronzeworks (with a net gain of 2VP, they will score more than Estates) - especially if there are any throne room variants around - even if you have a decent points lead, which I think is a unique dimension that Bronzeworks brings.

Chappy7's Binge
Binge is a cheap $2-cost Event that lets you gain a card costing up to $5 at the expense of gaining a Copper onto your deck as well as Exiling a Curse if the gained card costs $5.  It comes with a necessary (IMO) once-per-turn limitation that prevents you from simultaneously emptying Duchies and Curses if you have at least $16 and 8 Buys. You can't do the same Watchtower trick as you can with Banquet as you still need to Exile a Curse, but other than that I think this looks quite good compared to Banquet because arguably adding an extra Copper to your deck is worse than Exiling a Curse when building. Moreover, any cost reduction would provide a fairly trivial loophole to prevent Exiling Curses.

Mahowrath's Hostage Taker  *Short-List*
Hostage Taker is a unique Reserve card which lets you call it when you shuffle your deck to gain a card costing up to $6 to the bottom of your deck. I think there may be an FAQ required to address whether or not you can "shuffle" a deck that contains no cards or only 1 card, but rules ambiguities aside, I like the premise of the card.  The gaining of the card is delayed early in the game, but with sufficient thinning or draw, the frequency at which you can call Hostage taker will accelerate and will eventually allow for gain and play which I think would be fun to build towards.

Firestix's Parole Officer
Parole Officer lets you Exile a carding costing less than itself when you buy it, and comes with a cool on-play ability that lets you play an Action card that you have in Exile twice. It looks fun, but I think it's too strong even if you don't have other ways of getting Action cards into Exile.  Unlike other Throne Room variants, Parole Officer doesn't have the risk of whiffing, as long as you don't shoot yourself in the foot by somehow discarding your Action cards from Exile.  I feel like the first person to hit $6 and essentially get a double-Mountebank, for instance, into their deck will have a huge advantage over their opponent.  I would recommend a version that doesn't return the played card to Exile (you could consider giving Parole Officer an on-play ability to Exile cards).

The Alchemist's Spinster  *Short-List*
Spinster is an elegant card that let's you gain a card costing up to $5.  It's non-terminal if the gained card costs $4 or less and if the gained card costs $3 or less it is a cantrip gainer.  I think the card offers some interesting choices of what to gain.  I do have a slight concern about making games lean towards rushes since you could gain a bunch of Spinsters and then start rushing down the Duchies, but I don't think it would necessarily be scripted.

MochaMoko's Master Merchant
Master Merchant has an interesting concept whereby you can set aside a card from your hand and then at the start of each subsequent turn, you put the set-aside card in hand and gain a card costing exactly $1 more, setting that card aside and then you rinse and repeat.  The chain will be broken if there are no cards that can be gained by it, but on some boards it will be possible to trade your way up to Provinces or Platinums.  While gaining expensive cards will be a slow process, Master Merchant increases your starting handsize for as long as Master Merchant stays in play (which on most boards can be for at least 4 subsequent turns if you set aside an Estate with it).  There will be boards where Master Merchant might not be ideal, but overall it looks like the payoff could be worth it.  In the greening phase, being able to Haven Duchies to gain a Gold (or Province for Platinum) to hand two turns later could also be useful in some situations.

exfret's Down Payment 
Down Payment lets you gain a card costing up to $6 if you can discard an Action or Treasure other than a Copper from your hand.  It's tempting in the opening, especially in games with Shelters or Heirlooms, but can be risky if you don't get it to collide with the right cards.  It would be safer to gain Down Payments once you have more deck control and more stuff in your deck, since it will then become quite strong (and obviously combos well with Village Green) since you could still draw back around to the discarded card.  Down Payment also mitigates the risk of being slightly over-terminalled since you could then discard any Action cards that you wouldn't be able to play without any qualms.



RESULTS:
Runners-up:

Mahowrath's Hostage Taker
X-tra's Staircase

Winner:
4est's Prized Hog

Congrats 4est!

80
Weekly Design Contest / Re: Weekly Design Contest #133: A Time to Feast
« on: November 08, 2021, 07:42:00 am »
Submissions closed

81
Variants and Fan Cards / Re: Fan Card Mechanics Week 22: Travellers cheques
« on: November 08, 2021, 07:41:15 am »

Winner: Congrats to Timinou's Squirrels Critter Line

Honorable mentions to every other entry; they each did a great job of innovating traveller lines with additional costs, and it was clear that a lot of thought and effort went into every one.
It was tricky picking a winner, but in the end Timinou's line felt like it would lead to the most interesting games. Congrats Timinou!

Cool!  Thanks for the judging and I’m glad you liked my line.

I’ll try to have the next contest up within the next couple of days.

82
Weekly Design Contest / Re: Weekly Design Contest #133: A Time to Feast
« on: November 07, 2021, 06:56:17 am »
24 Hour Warning

83
Variants and Fan Cards / Re: Fan Card Mechanics Week 22: Travellers cheques
« on: November 03, 2021, 02:03:38 pm »


Does the below-the-line text work, or should it say "At the start of Clean-up" instead of "When you discard this from play"?

84
Weekly Design Contest / Re: Weekly Design Contest #133: A Time to Feast
« on: November 02, 2021, 11:39:23 am »
Would designing a card that Exiles cards costing $5 count for this, or do you want it specifically to gain cards?

That would be fine since I'm also allowing emtzalex's submission that "Queues" cards, which is similar to Exiling.

85
Weekly Design Contest / Re: Weekly Design Contest #133: A Time to Feast
« on: November 02, 2021, 10:00:07 am »
Quote
Mill Town: Action, $5
+1 Card
+2 Actions
You may play one or more Treasures from your hand to gain a card, costing up to $1 per Treasure played.

This is a bit ambiguous if you use it to play Counterfeit-Copper; can you now gain a card costing up to $3 or up to $1?

It seems clear to me that the answer in that situation is "up to $1" because Counterfeit played that Copper twice, Mill Town didn't play the Copper at all. And any rewording necessary to avoid all doubt also seems minor, such as adding "in this way" or "with Mill Town" at the end.

I would have interpreted it as “up to $3” in this scenario so it would be great if LFN could clarify.

86
Weekly Design Contest / Re: Weekly Design Contest #133: A Time to Feast
« on: November 01, 2021, 03:26:11 am »
So, for example, a hypothetical Inventor that had the cost-reduction first ("Cards cost $1 less this turn. Gain a card costing up to $4") would qualify, but Inventor as stands would not?

Yeah...a single Inventor on its own won't be able to gain a $5-cost card.  You would need to throne it or play a second one in order to do so, which is why Inventor wasn't listed as an example of an official card that would qualify.

Now if someone decided to submit Inventor and argued that it should qualify, I'm not going to make a big fuss about it (other than for the blatant plagiarism).

87
Can you discard a Pox to block a Mountebank attack or trash a Pox from your hand if your opponent plays Old Witch?

Yes.

I'll just have to remember to turn off the autoplay option for Old Witch when I have Blasphemers in my deck.   ;D

88
Weekly Design Contest / Re: Weekly Design Contest #133: A Time to Feast
« on: October 31, 2021, 11:03:56 pm »
If you play altar and your hand is empty you still gain a $5-cost card, and you increase your deck size

That's a fair point and I forgot about that detail.

How can Remodel be not OK and Remodelers like Stonemason and Develop be OK? That is totally inconsistent.
You can either restrict this to pure gainers or be fine with all Remodelers. The criterium of handsize increase is pretty weird and arbitrary as Freddy has pointed out.

Well, I did say they were borderline for a reason.  To me what differentiated Stonemason and Develop from pure Remodelers (when Fortress isn't around) is that you have a net gain.  I don't want to be fine with all Remodelers because that's not what I wanted the contest to be about. 

The original Feast doesn't net increase your deck size.
A more clear rule would be that being able to gain a $5 shouldn't depend on the cost of the trashed card (so Altar counts but Develop and Stonemason don't)

Normally no, but the exception would be with throne room variants, Command cards, or Necromancer. 

I think rather than overengineering the rules, I'm just going to treat them like guidelines rather than rules.  Basically, give me a cool $5-cost gainer that isn't purely a Remodel variant.  I will be flexible, and won't be disqualifying entries unless they completely stray from the rules guidelines.

  • It should be able to gain a $5-cost card without any cost reduction (the exception would be if the cost reduction is already provided by your submission)

Would Inventor count?

Uhh...not quite what I had in mind (I was thinking of something like Inventor where the cost reduction came before the gaining).
 

89
Weekly Design Contest / Re: Weekly Design Contest #133: A Time to Feast
« on: October 31, 2021, 01:00:05 pm »
Stonemason should be considered a Remodeler if Altar is imo.

Stonemason is borderline for me.  I figured I would allow it since it can increase your deck size unlike Altar (barring games with Fortress).

Would Develop qualify for the same reason, then?

Yes, its borderline as well but would qualify.

90
Weekly Design Contest / Re: Weekly Design Contest #133: A Time to Feast
« on: October 31, 2021, 12:55:09 pm »
Stonemason should be considered a Remodeler if Altar is imo.

Stonemason is borderline for me.  I figured I would allow it since it can increase your deck size unlike Altar (barring games with Fortress).

91
Weekly Design Contest / Weekly Design Contest #133: A Time to Feast
« on: October 31, 2021, 10:47:27 am »
WDC #133: A Time to Feast

As we're heading into the festive season with a number of celebrations just around the corner, let's take a moment to remember Feast from the first edition of Dominion.

Rules:
  • Design a card-shaped thing that allows you to gain cards costing up to $5 (or more)
  • It should not be restricted to gaining specific $5-cost cards (so a card that can only gain Duchies for example would not qualify)
  • There should not be a restriction on the type of card gained (so for example, Advance, University, Haggler, and Jester would not qualify.  Likewise, Pilgrimage and Changeling would not qualify since you are limited to gaining playable cards)
  • It should be able to gain a $5-cost card without any cost reduction (the exception would be if the cost reduction is already provided by your submission)
  • It should not be a pure Remodeler (although self-trash like with Feast would be allowed). So Remodel, Transmogrify, Expand, and even Altar, would not qualify.
  • You can incorporate any fan mechanics (please just provide an explanation of how it works)
  • Official cards other than Feast that would qualify include Artisan, Smugglers, Border Village, Artificer, Duplicate, Vampire, Horn of Plenty, Charm, Banquet, Bargain, Way of the Butterfly
  • Stonemason would qualify due to its on-play ability rather than on-buy ability
  • I'll try to be flexible with the rules.
The deadline will be Sunday, November 7th at 11:59PM ET or 24 hours after I post the 24-hour notice (whichever comes later).

92
Weekly Design Contest / Re: Weekly Design Contest #132: All Hallow's Eve
« on: October 31, 2021, 09:18:38 am »
Thanks, scolapasta!  I wasn't expecting to win this one.  It was a cool theme and there were lots of creative submissions!

I'll try to have the next contest up soon.


93
Can you discard a Pox to block a Mountebank attack or trash a Pox from your hand if your opponent plays Old Witch?

94
Variants and Fan Cards / Re: Fan Card Mechanics Week 21: Curse you!
« on: October 26, 2021, 04:03:11 pm »
Timinou's Dock:

I like the non-attack player interaction aspect of it. I mentioned the problems with the wording in another reply, but that can easily be fixed with a different timing, like "end of your buy phase", so I won't count it against you. The downside for take a duplicate card is a little too light, I think the right move would be to take it just about every turn until you think you're about to end. The underline is a nice fun addition to dissuade taking too many (and I agree 6 is a better place to have it than 10), and there may be some fun dancing around it however, so its tough to see how it will play out. Name is very fitting to a landmark, but I don't see much of a connection to the effect, so as much as I like the simplicity of Dock (and the picture is quite nice as well), you don't get full points for theme.

Thanks for the feedback!  I fully agree with your suggestion about changing the wording to at the end of your buy phase.  I just didn't want to make the change in case anyone felt it would be unfair. 

With regards to the name, there were a few things that went behind it.  Firstly, since it was inspired by Scoundrels of Skullport, I wanted to give it a name syonymous with port.  And just as official Ports come in twos, I figured since you can duplicate cards with Dock, the name fits (well, sort of).  Finally, there is some word play, since the card can effectively "dock" your victory points.

95
Weekly Design Contest / Re: Weekly Design Contest #132: All Hallow's Eve
« on: October 26, 2021, 03:22:19 pm »
EDIT: Revised wording as per X-tra's suggestion to avoid weird interactions with Black Market.  Thanks, X-tra!



Original version:


Trick or Treat is a $4-cost Silver that could be used to push your luck in a money-based strategy.  It might also be useful to have one or two in an engine in order to help cycle your deck or seed your next turn. 

96
Weekly Design Contest / Re: Weekly Design Contest #132: All Hallow's Eve
« on: October 22, 2021, 08:30:16 am »

Quote
Haunted Basement | Action - Night | $2
+2 Cards
You may top deck any number of cards from your hand.
-
This is gained to your hand (instead of your discard pile).   

I wanted to design an action night card that elegantly had different uses in each phase, while being the same text. In your Action phase, it is used to draw cards (hey sometimes moat is your drawer) and set up a few top-deck interactions. There's a lot of cards that become better if you can top deck specific cards: Chariot Race, Lookout, Native Village, Zombie Mason, etc. Or if you terminal collide with this terminal draw, simply top-deck your terminals. It's a weak drawer with some possible other interactions.

In the night phase, it becomes a weak sifter. Drawing cards in the night phase is like discarding from your deck. If you actually draw a card you wanted to see, you can simply top-deck it. You can delay a Province later for next turn's tournament. Perhaps you have an extra village, you can put it back on top to kick-start next turn.

It joins Villa as the second Action card that is always gained to hand. Hey, that's got to be useful sometimes.

Theming comes from basement with the whole sifting analogy (Catacombs, Cellar, Secret Passage, Dungeon, Store room, etc), and Haunted of course refers to top-decking (Haunted Castle, Ghost ship, etc)

Open to feedback. I was considering costing it $3 but $2 seems better. I also considered having it cost $5 and draw 3 cards, but I felt this made the Action so much stronger than the Night that it would pretty much only be used as an Action card.

If you’re drawing deck this essentially lets you topdeck cards that you gained in your buy phase, and it comes with the added flexibility in your Action phase.  Even when you’re not drawing deck it can be helpful for cycling (you could even build a Night card engine!).  I don’t know if needs to cost $3, but it’s definitely a strong $2 IMO.

97
New submission

Please let me know if this doesn't qualify, spineflu.  The only "novelty" here is that you can only overpay for Carnival if you have at least one other copy in play.



yeah, putting a barrier to entry like "you can only overpay when this is in play" or "overpay by exactly the amount of these in play" (side note: is that what this is saying? If I have, say, three in play, can I overpay by $1 to only snag one vp?) qualifies

Thanks for confirming!  The intention is that you are not obligated to overpay an amount based on the number of Carnivals in play.  So yes, if you have three in play, you can overpay by $1 to only snag one VP.

98
New submission

Please let me know if this doesn't qualify, spineflu.  The only "novelty" here is that you can only overpay for Carnival if you have at least one other copy in play.



How do get added to the pile? To me, this just looks like Market for $3.

Oh oops...it should add it each time it’s played, but it’s only a Market if there are no tokens on the pile.  I’ll fix it.

99
New submission

Please let me know if this doesn't qualify, spineflu.  The only "novelty" here is that you can only overpay for Carnival if you have at least one other copy in play.


EDIT: Fixed text

Rules clarification: You are not obligated to overpay an amount based on the number of Carnivals you have in play.  For instance, if you have 3 Carnivals in play, you can overpay by $1 to only take 1 VP token from the pile.

100
I hope this qualifies:



Quote from: Strongroom
+$2
Discard any number of cards for +1 Coffers each.
-
When you buy this, you may overpay for it with Coffers.  For each Coffers you overpaid, +1 Card at the start of your next turn.

Rules clarification: Strongroom breaks the rule about having to spend your Coffers at the start of your Buy phase.  So for example if you have Merchant Guild(s) in play and bought cards before buying Strongroom, any Coffers gained from the previous buys can be used to overpay for Strongroom.  However, you cannot spend Coffers for anything other than overpaying (so for instance, if you only have $3 left, you cannot spend a Coffer to be able to afford Strongroom).

The idea here is to be able to convert Coffers into draw using the overpay ability.  The card itself is a terminal Silver that can be useful for hitting certain price points early in the game, since you are likely to collide it with your starting Estates.  Strongroom is a stop card, so you probably don't want to buy it too often or else you could clog up your engine.  Stocking up on Coffers to get the most use out of the overpay ability might be wise (or just spend those Coffers on buying good draw cards).  There are good synergies with other cards that give you +Coffers, and especially with Swashbuckler.
This doesn't really need overpay wording, and would be shorter if it just said "when you buy this, return any number of Coffers for +1 card each at the start of your next turn". It also has tracking issues, as there's nothing to remind you of the card draw, so it should either draw at the end of the turn you bought it, or gain Horses.

Finally, the on-play ability is too strong, being able to gain 4 Coffers per play. Imagine a Strongroom-only play:
T1/T2: Open Strongroom/Silve.
T3/T4: Buy another Strongroom, use Strongroom to gain 4 Coffers.
T5-T7: Use both Strongrooms to now have 12 Coffers.
From here on out, discard 4 if you have Strongroom in hand, otherwise buy Province. You should have 4 Provinces by turn 12-13.

You're right about this not needing the overpay mechanic.  As for the other points you've raised, do you think this would sufficiently address them?

I did a simulation with the following strategy:
- buy province if you can (use coffers)
- buy stronghold if you can (don't use coffers)
- buy silver if you can (don't use coffers)
On half of the games, You get 4 provinces by turn 13, and by 15 on 90%
At $5, the average is 15 turns

Thanks for the feedback!  Is this with the second version I posted?  Seems like it would be fine at $5, but I feel like the overpay would be less likely to be used.

I will probably withdraw this from this week's contest, since as faust pointed out, it doesn't need the overpay mechanic and could be worded much simpler.  In any case, I appreciate your input - I will keep it in mind if I repurpose the card for a future contest.

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