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1
Weekly Design Contest / Re: Weekly Design Contest #217: Silver
« on: April 22, 2024, 06:20:42 pm »


Quote
Hot Springs | Action | $3
+1 Card
+1 Action
You may play a Treasure from your Hand.
 
This turn, when you play a Silver, +1 Card and then you may top-deck a card from hand.

The name is because of its similarities to Sauna which is the same except change "Avanto" to "Treasure" and "you may trash a card from your hand" to "+1 Card and then you may top-deck a card from hand"

Note that "playing a treasure from hand" happens BEFORE the "this turn" clause, so you need 2 Hot Springs in play to get the pseudo-lab affect, and that's only if you have Silver in hand with the second play.

Otherwise, it boosts silver slightly, though drawing cards during your Buy phase is awkward, you also have the power to top-deck to help your next turns.

Overall, this is not a very strong card. It's not meant to be. It's a card that doesn't hurt to pick up (since it's a cantrip) and enables some fun strategy with top-decking and has the promise of a cheap lab (though it's difficult to make work and requires a lot of deck-control... a fun challenge). It also lets you play treasures in your action phase which can sometimes be useful (Coin of the Realm, Supplies, Bauble, Quary, Collection, Crystal Ball,Cauldron, Scepter, Sunken Treasure, Figurine, Orb, Sextant, Spell Scroll, and Staff are treasures that are slightly stronger if you can play them in Action Phase). As a final trick, it allows treasures to be incorporated into draw-to-x engines. So overall it has a place in many decks, though none of those roles are super strong.

Open to feedback.

2
Weekly Design Contest / Re: Weekly Design Contest #216: Blue Dogs
« on: April 14, 2024, 12:59:15 pm »
This is the updated version of my submission


Quote
Junk Dog | Action - Reaction - Looter
+2 Cards
You may gain and play a Ruins.
-
When anyone trashes a card costing $0, you may play this from your hand.

Using silverspawn's suggested wording "gain and play" and also giving it the looter type since it needs to have the Ruins in the Supply.

3
Weekly Design Contest / Re: Weekly Design Contest #216: Blue Dogs
« on: April 11, 2024, 12:07:35 pm »


Quote
Hunting Dog
$4 Action - Reaction
Reveal the top two cards of your deck and put any number of them into your hand.
-
When something causes you to reveal this (using the word “reveal”), you may play it.

Priced at $4 as it synergizing with itself and there are a good amount of instances that cause one to reveal their hand and thus, by accident, this too.

I believe you need to say what happens to the cards you don’t put into your hand. “And discard the rest” is simplest and I like the synergy of this card triggering both “reveal” and “discard” reactions. I believe that works better than “put the rest back in any order” for this particular card.

I also think this is a little on the strong side, though I don’t know how to change it, so it might just be strong. I’m basing this on how easy/often I get cultist chains running— at $4 it’s a lot easier to do so. It might just be good being a stronger $4

You are correct, it's definitely a stronger $4!

I'd be worried for it to be too strong, if it allows to discard by choice too. Happy to get more opinions on this!

In regards to it as-is needing to specify what happens to them: Generally no (e.g. see Piazza and Wishing Well), but as this reveals 2 cards, I believe it should indeed, given all other cards revealing more than one and giving you a choice do tell you what to do with the rest.

I will adjust this in the next version; as I said I'd appreciate further feedback regarding the option to discard the ones not put into hand.

Both the cards you refer to only reveal one card, thus they don’t have to specify “put the rest back in any order.” The only order for 1 card is the same as it was before.

 Cards that can reveal multiple have to specify — is it the same order they were originally in (no dominion card does that) or is it any order you choose?

In general, putting the cards back is a stronger option with drawing because, unless you have a draw-to-x engine (which is an anti synergy with this card anyway), drawing is equivalent to discarding; however, putting back on top allows you to save cards for future turn, or prevent terminal drawing dead. The additional flexibility would make this stronger overall.

So, for your card, in most cases “discard the rest”
 is actually weaker than “put back in any order.”

4
Weekly Design Contest / Re: Weekly Design Contest #216: Blue Dogs
« on: April 10, 2024, 07:05:16 pm »
This is a slightly old version. New version here is almost functionally identical, but better phrased and has the looter type on the card


Quote
Junk dog | Action - Reaction | $3
+2 Cards
You may play a Ruins from the Supply.
-
When anyone trashes a card costing $0, you may play this from your hand.

Note, you do NOT leave the ruins in the Supply. So this is essentially an optional gain and play a Ruins. So if ruined library is showing up top, you can make this a smithy, at the cost of self-junk.

But if you trash that junk later, you get to play this non-terminally. So that's fun.  Also if anyone else trashes a $0 instead and you have this in hand, you get to play it non-terminally.

Thematically the Junk Dog will bring you junk, and will excitedly eat it from the trash (come out to play non-terminally).

Thanks to segura for feedback on an earlier version of this card.

5
Weekly Design Contest / Re: Weekly Design Contest #216: Blue Dogs
« on: April 10, 2024, 02:05:54 pm »
Sled Dog
- Action Reaction
+3 Cards
----
At the start of your turn, you may discard a Treasure to play this from your hand.


Wow this is great! It fits into existing Dominion paradigms and with other cards, and yet is refreshing and surprising and super simple. Really nice design.  If I was judging this would be a finalist for sure already.



Quote
Hunting Dog
$4 Action - Reaction
Reveal the top two cards of your deck and put any number of them into your hand.
-
When something causes you to reveal this (using the word “reveal”), you may play it.

Priced at $4 as it synergizing with itself and there are a good amount of instances that cause one to reveal their hand and thus, by accident, this too.

I believe you need to say what happens to the cards you don’t put into your hand. “And discard the rest” is simplest and I like the synergy of this card triggering both “reveal” and “discard” reactions. I believe that works better than “put the rest back in any order” for this particular card.

I also think this is a little on the strong side, though I don’t know how to change it, so it might just be strong. I’m basing this on how easy/often I get cultist chains running— at $4 it’s a lot easier to do so. It might just be good being a stronger $4

6

Quote
Royal Advisor | Action - Duration - Command | $4
Play a non-Command non-Duration Action card from the Supply twice, leaving it there. Each player, at the start of their next turn, may play a copy of it from the Supply, leaving it there.

Now you pick the card once, and then each player gets to play it at the start of their turn. Which is powerful, but then YOU get to play it at the start of your turn as well.

Now you might end up using to play terminal draw. Even though your opponents get that awesome free-draw at the start of their turns, you also get that benefit on your next turn. And Royal Advisor sits out reminding everyone they get that free-play.


Modified it due to JW:



Quote
Royal Advisor | Action - Command | $4
You may play a non-Command Action card from the Supply twice, leaving it there. Each other player may play a copy of it from the Supply, leaving it there.

After some play testing, it turns out the old version of Royal Advisor was often very weak. There were limited cards in Kingdoms worth throne-rooming if you give your opponents the benefit to play that card, even at start of next turn. And those cards might not even collide with your Royal Advisor, so you would rather just buy those cards instead. I first added +1 Card to it, which worked a bit -- but then I realized, playing from the supply is it's own kind of +1 Card, and solves other problems.

Unfortunately, this version is way too strong with cards that give +3 Coins, and even the existence of +2 Coins makes it too powerful as well.

I thought that +2$ without nice side-benefits could be rare. Well, I just generated 5 Kingdoms to see if you were right, and 3/5 had solid +2 coin options.

I think you're right that this is now too strong. I could move it to "cards that cost less than this" which moves the random too strong to 2/5 Kingdoms, but that's still too much... Unfortunately, I have to make it more complicated to fix it. So I fixed it above.




7
Edit: this is an out of date submission. I have updated it here



Quote
Royal Advisor | Action - Command | $4
You may play a non-Command Action card from the Supply twice, leaving it there. Each other player may play a copy of it from the Supply, leaving it there.

After some play testing, it turns out the old version of Royal Advisor was often very weak. There were limited cards in Kingdoms worth throne-rooming if you give your opponents the benefit to play that card, even at start of next turn. And those cards might not even collide with your Royal Advisor, so you would rather just buy those cards instead. I first added +1 Card to it, which worked a bit -- but then I realized, playing from the supply is it's own kind of +1 Card, and solves other problems.

Now Royal Advisor is guaranteed to collide with the cards you want to play, since it plays from the Supply. That is, until that Supply pile is empty.

I've also now feel comfortable allowing it to play Duration cards, since it itself is not a Duration, and the copy in play on the table can clearly track of playing Durations, for opponents "next turn."

8
Edit: this is an out of date submission. I have updated it here


Quote
Royal Advisor | Action - Duration - Command | $4
Now and at the start of your next turn: You may play a non-Duration non-Command Action card from your hand twice. Each other player may play a copy of it from the Supply, leaving it there.

Figured I'd go for some bonus points -- a new way of interacting. This throne room lets other players play that card for free, on their turn. This is a throne room + next turn throne room for $4, what gives? Well, it can't throne itself, that's for starters. And it's restricted further, throning a Moat this turn nets you with a hand size two greater than when you started, minus the action. But it also increase all of your opponents hand size by two, without costing them an action. So you might only be willing to throne cards your opponents don't benefit from (terminal $?)

It's "may" play an action, so you can always choose not to play a card. If you don't play the card, no one gets to.

And lastly, you can play cards where the pile has run out or non-supply cards, then your opponents don't get the bonus.

I've made this play non-Duration cards following the conventions of fellow Duration-Command cards Captain and Prince. Frankly, it's too much track multiple players having played a Duration card without it ever being in-play.

Open to feedback. I'm considering giving this a "+1 Card" on play, since this throne room hates playing +Cards, so it could make sense to at least give it 1 card. I still think it could cost $4 then, and this card is more fun if used more often.

9
I don't mind the judging overall so this isn't a big deal; however

Releasing a Victory card is a pretty steep price to pay for non-terminality, but its a $2, so that makes sense. And   sometimes you will be desperate to continue your turn. I like that a lot. My one gripe here is that the the overpay is prohibitively expensive. You're requiring me to pay $4 to just thin a single card. Then $6 to just thin two cards. Compare that to say Bonfire, or Mint -- of course those cards only   help you thin treasures, and of course this is Exile, which is better than trashing Estates. Still, it makes this seem a little weak. I wouldn't mind this card being stronger, perhaps base cost of $3 and exiling one card per $1 overpaid would be better. I love Mint as a trasher, so I really like the design space of this card as well.

I'm pretty sure you're wrong on the overpay being weak. Remember the shelter in playtesting that could trash itself when you discard your hand, and how Donald X said it was correct to do even when you draw it with 4 coppers? If getting rid of one dead card is worth an opening turn, then buying a moat for 4$ is as well (arguably better). I think you're very happy buying this for $4; Exiling an Estate helps your deck as much as buying a Laboratory.

If it was 3 and Exile 1 per $, the opening would be the same, but paying 5$ and Exiling two Estates is not something I want. If you draw just right and can pull this off, the game is probably over.

edit: or compare Doctor, which is 3+1 rather than 2+2 with the trashing being far less reliable, and it's still pretty good

You could totally be correct here!

Your analysis "moat + trash for 4" is the exact same whether it's 3 and Exile 1. It's still a strong opening move and should be done. I was thinking about later in the game, it's really fun to thin multiple cards with Mint and Cemetery. With the $2 per thin, those fun possibilities dwindle significantly. There's also the elegance of having it be a 1 for $1 overpay, following the rest of the overpays which increase with each $1 overpaid.

You're right in that a T3 or T4 hand that somehow generates $5 and has two estates left over is breaking game-warping. I haven't done the math but it seems pretty unlikely to occur.

I liked the card a lot, and think you should be proud of the design. I didn't make it a finalist because of the improvement I had thought of, but it's possible my improvement is worse overall.

10

Card details Judgement Analysis


Kingswood
by grep.
A victory rewarding Action variety, with an Overpay to get those actions.
I'm a huge fan of Fairgrounds, so I don't mind having another VP card that rewards variety. Although it does feel a little bit like a lesser-fairgrounds. With the VP thresholds, it seems to be less interesting. You want a variety of cards in your deck anyway when playing with Cornucopia, so getting 8 out of 9 remaining Kingdom actions to make this 4VP will can easily happen. At the very least it will easily be 3VP, and now you've created a strictly better Duchy. Which doesnt feel balanced. Compare this to Fairgrounds, where I have to balance keeping Coppers in my deck, buying Curses, not trashing all estates, etc. and there's not as many interesting decisions on this (plus Fairgrounds costs more than duchy). I love the over-pay mechanic on here, though it's strictly dependent on if there are good spammable $4s. It does help encourage you to get Victory cards early, something I think is a great design space. And it's priced properly for the overpay. I just think the VP doesn't scale properly. I think that portion of the card would be more balanced at a cost of $4 saying with being "Worth 1vp per three differently named Action cards." It makes it more challenging to get it to a Duchy, and if you work hard, with Horses and Prizes, and Banes, and Ferryman, there's a good chance you could get it to 4vp.


Prism
by BryGuy.
A Treasure granting coffers or Horses based on variety
This is way overpowered. You can see in this thread there was a discussion of how strong a treasure that says   "gain a Horse per differently named Treasure in play" is. It's broken strong. And saving a Coffer is a small price to pay for that, it's still bonkers good, easily acting as a double lab for $4. But then the first part is also over-powered. It's a silver+ -- if you spend the Coffers each turn, it's   literally silver + a buy, for $4. And Silver+ needs to be $5. But Coffers are a lot stronger anyway, and this card gives you the +Buy to use those coffers efficiently. This card, as is, should at least cost $6.


Conformist
by czzzz.
A Coffer gaining smugglers for in-play cards, that plays from hand when duplicates are played
Gain a copy is pretty nice, and it fits to be on a terminal card when you have played your other cards first. I also love with Menagerie and its "play Action at odd times" motif works with this to help you gain Treasures. It's simple and seems about balanced. Nice.

Finalist



Beguiler
by 4est.
A sort of storyteller for Coffers that can be played when anyone gets Coffers
I can't help but feel this is weak, especially compared to similiar $5s. First let's look at Butcher, whose extra bonus of remodeling is pretty great,  especially since you can save coffers to turn coppers into $3 or $4 actions. Saving the same Coffers for terminal draw is less appealing,  especially since you don't even get to do both on one play! Storyteller let's you use any source of $, not just coffers, and it is non-terminal, giving you that same draw for $. The only way this card stands out is that it can be played when anyone gets Coffers, you can make your second play non-terminal  if you already played one. But if you used the first one for Coffers, and the second one to draw, you turned two 5 cost cards into  a net $0 cantrip. Even if you got to choose both effects (which you need to modify this card for it to be remotely playable),  there's a lot of $5s it seems less favorable to. I like the idea but it's weak.


Ancient Gear
by J410.
A terminal draw Menagerie that rewards with Coffers instead of more draw
and it costs less if you didn't gain Coffers that turn

I find the costing less not very elegant. It requires players to remember if they gained Coffers in a particular turn,  normally that should be easy since you can look at the Actions in play. It still feels odd to me. I also have a hard time  wrapping my head around it. As a $2, it seems on the strong side of balanced. At $6 -- it seems unbuyable. I feel most of the menagerie alternate  costs you would possibly buy it for either cost. So now the $6 cost is mainly remodel fuel which seems an unnecesary strength to give a card you buy for only $2


Diversify
by Will(ow|iam).
An Event granting Coffers for treasure variety
This is a tricky one. You can't give it a +Buy, because with many unique treasures (Loot or Heirlooms) you can get infinite $. So it can't give a +Buy which then means this is really expensive since you have to lose a buy for it, just to transfer some $ to Coffers. And the exchange rate isn't even very good. Most games you'll be lucky to have 3 unique treasures in play, and I don't see 3 Coffers being worth $5. Even in games where you can make it work with more unique treasures, sacrificing a Buy to get extra Coffers seems silly. Especially since you could have just   used that extra buy to spend the $ this turn instead. Not every event needs to be Strong, but they at least need to be interesting, and to me this is neither. Perhaps playtesting would prove me wrong.


Bounty
by AJL828.
A treasure-victory action player and gainer. With gaining and VP based on card type variety.
First, let's analyze the victory component. Without trying, this is worth 1VP (action, treasure, victory). The hunt for the next 3 is a little more interesting. We of course always have Curse. We probably have two of   Reaction/Duration/Attack. So there's a good chance this can be made a Duchy, but it requires some variety diligence or buying Curse. I like that. For the gain, we can't have Curse in play, but we get a $3 for free, which means we need at least a Reaction/Duration/Attack/other to make this a   strong $4 gainer, and maybe we can get it as a strong $5 gainer. If you're able to get it to $5 it becomes over-powered. If we look at Hill Fort, University, Horn of Plenty, for an Action gainer this seems a little strong if you can easily have 4 types in play. My biggest problem with this card is there's not much of a downside. It's a strong gainer, AND it's a source of VP, there's no drawback here. I love the concept though, it just seems too strong.
Finalist

 


Harvester
by LibraryAdventurer.
A silver +buy action exiler that grants coffers for exiling more expensive cards
I like the simplicity of this. As a +Buy treasure producing thinner, this is a solid buy on most boards. I'd prefer to  grant the Coffer on victory cards as well personally. The Coffers synergizes because this card has a +Buy to use those Coffers. Nice.

 Finalist

 


Convoy
by silverspawn.
Cheap terminal draw that becomes non-terminal to release Victory cards from Exile,
with an Exile on overpay mechanic.

Releasing a Victory card is a pretty steep price to pay for non-terminality, but its a $2, so that makes sense. And   sometimes you will be desperate to continue your turn. I like that a lot. My one gripe here is that the the overpay is prohibitively expensive. You're requiring me to pay $4 to just thin a single card. Then $6 to just thin two cards. Compare that to say Bonfire, or Mint -- of course those cards only   help you thin treasures, and of course this is Exile, which is better than trashing Estates. Still, it makes this seem a little weak. I wouldn't mind this card being stronger, perhaps base cost of $3 and exiling one card per $1 overpaid would be better. I love Mint as a trasher, so I really like the design space of this card as well.

I liked this concept a lot, but due to the overpay being so high, it is not a finalist.
 


Donkey Tamer
by grrgrrgrr.
A non-terminal horse Gainer that when in the game, changes +cards to draw-to-x
To cut the chase, I'm not a fan of the game changing rule on this. One, you abbreviated a word "respectively,"   which is confusing. In fact, the whole setup could be simplified. "In games using this, when you get +2 Cards, instead draw until you have 6 cards in hand."   You can leave the +3 cards alone, as Horses only do +2. Even such, game-warping cards should be fun! They should offer more possibilities. This just makes Horses more annoying to use. Of course, Donkey Tamer itself is non-terminal hand-size reducer, so it helps the draw-to-x, but I think this game-warping is less fun and a bit deprives the joy out of normal horses.
 


Financial Center
by JW.
A Village that grants coffers based on variety of cards in play
So, Bazaar costs $5. In most games, it's pretty simple to get three uniquely named cards in play, especially if you have a Village (Financial Center). Coffers are better than $, so for most cases this card becomes strictly better than Bazaar. Then of course, there's the high likelihood of getting later plays to be two coffers, now it's Grand Market status. The reason menagerie (the card) is so fun, is because it requires you to have a lot of variety such that it is represented in a given draw of 5 cards. Same idea for Carnival, you must have so much variety that every set of 4 cards has variety. Financial Center just needs you to play the cards at some point (followed by Financial Centers), so it doesn't need as much variety overall, you just have to   play them at some point. So, overall I find this a little too strong and not as compelling as other variety cards.
 


Trendsetter
by NoMoreFun.
A cantrip or terminal + coffer,
that can be played out of turn when other player gains duplicates of cards you have in hand

I love that you made +1 Card work. If it's an action, I make this a cantrip to play it. If it's not, hey I get a Coffer. And if your opponent has the same cards as you, you get to basically make it a peddler with Coffers, pretty strong. It creates a cool incentive for variety, as long as that variety mirrors what your opponent might gain! Quite interesting
Finalist


Cache
by Augie279.
A non-terminal treasure gain and play with +buy
that costs less if you have no duplicates in play

I think this could be a lot cleaner as a treasure that gains treasures to hand. Although there are some good reasons to play treasures in your Action phase. (Supplies, Coronet!)  It's over-powered with Platinums, but oh well. Also, theme-wise it should be called something Hero (since it says "gain a treasure.")  I am not sure this needs to have a +Buy with it. It's a pretty solid card, and in many gains you'll be able to get it for $4 (which will be fun to do)



Caravanserai
by chronostrike.
Cantrip discard for Exile and/or discard for Horse
Double hand decreaser for thinning is a tough penalty. And thinning one card is *sort of* like adding a lab to your deck, or in this case, a Horse. But because you had to filter for the Horse, it basically turns this card into a sifter. So, this card might be a little weak-unexciting. Of course, it's non-terminal thinner, so I'm likely to incorporate one in most decks. I just am not that excited by it.
 


ROUNDABOUT
by fika monster.
A now-or-next-turn draw-to-7 that can play a unique card
So you basically have to open this as it will cost $3 with just Coppers. And it's a pretty solid card, one of them is   almost +3cards +1action. Later on this card will very quickly become prohibitively expensive. With just two actions in play and Coppers it's as expensive to Library. It's better than Library, but quickly it just becomes too expensive to buy. I feel like in most cases, I might double open Roundabout, then load up on variety after that. Which is kinda cool, but it   doesn't feel so fun that the price increases so dramatically so quickly.



Horseshoes
by Tiago.
A treasure that gains Horses per treasure variety,
that "in games using this" grants Coffers when Victory cards are gained.

With Copper and Silver, this acts sort of like a Lab. And if you work hard to have 3 treasures in play, it could be stronger. I think it's priced correctly, though the balance falls apart a bit with heirlooms or loot. Still, a fine card. I'm not a fan of the bottom half. One coffer is not compelling enough to incentivize early greening, so this basically does one of two things. It either unbalances victory-action (and victory-treasure cards), or it creates momentum for whoever starts greening first. Dominion has the nice design of when you get VP, your deck gets worse, as opposed to games like Catan where building another settlement  gives you VP and a stronger game. A card like this throws that balance off a bit. It's not dramatic, but it's enough to be a  less interesting form of Dominion. I think something like "when you gain a duchy +2 Coffers" would be a lot more interesting.


Rancher
by MochaMoko.
A vault that gives horses instead of draws, and coffers instead of $ for discard.
Vault, without hand-size reduction, guarantees $6. So this card, buy delaying the draw, only guarantees $4. But that $4 of Coffers is fairly strong, turning many future hands into $5. This card also combos less with Draw-to-X,  since the Horses don't work as well with draw-to-x, and I like that balance. I don't have critiques here, it just feels not super novel to me, and possibly too strong.
 


Hoarder
by Sverre.
An Exiler granting + cards for unique cards in Exile.
Thinners that don't decrease hand-size are always going to be strong. And the mandatory Exile isn't so bad,   since I can just release the card I exiled later. Despite the fact you can get a $4 cost up to +4 cards without too much hassle,   it's still balanced, since each play requires you to Exile something and that lowers your hand size again. Pretty elegant, nice.
 Finalist

 

I do like all the finalists a lot, but there has to be one winner. I am not feeling well so I'm going to do this a little more quickly than normal.

Conformist, Bounty, and Hoarder are the most interesting of the finalists, so it's going to be one of those.

I wanted to know if Bounty was too strong, so I generated a bunch of random Kingdoms Of Menagerie/Cornucopia and Guilds.
First kingdom: Bounty, Menagerie, Plaza, Animal Fair, Camel Train, Destrier, Groom, Kiln, Sleigh, Village Green with Way of the Rat.
Village Green means Bounty will easily make you gain $5s, and a curse turns them into Duchies. The gaining of Kilns (plus if you used Sleigh earlier you can get Destrier is fairly strong, plus the ability to play Actions this game works because there's several that would like to be played in the Buy Phase (Plaza, Animal Fair, Camel Train, Groom, Kiln, Sleigh, Village Green). Bounty is uningorable here.
Second Kingdom: Remake, Herald, Merchant Guild, Plaza, Hostelry, Mastermind, Sanctuary, Sleigh, Snowy Village, Way of the Goat. Mastermind being in play will make you always be able to non-terminally gain $4s with Bounty and loading up on some of those villages are decent, plus the ability to save all your treasures for Hostelry discarding is nice, especially since that's your main draw this game. Having played a Sleigh you can gain and play Merchant Guilds or Mastermind which are both buy-time plays. So bounty is fairly strong, and is going to be worth a duchy this game as well.
Third Kingdom: Candlestick Maker, Bounty Hunter, Displace, Fisherman, Goatherd, Scrap, Stockpile, Supplies, Wayfarer.
Well, there's only 3 playable card-types this Kingdom, and you don't want a bunch of Candle Stick makers, Goatherds, or Scraps. You can potentially gain Wayfarer, which is nice, but with the lack of village, you probably don't want a bunch of them anyway. So bounty doesn't work.

In this small sample size, Bounty was either too strong or too weak, instead of that middle-ground of interesting. So it's third place in this contest. Still a great card, though.

I'm having trouble debating between Conformist and Hoarder. Hoarder seems straight like it should have been printed in Menagerie, excellent card. Conformist feels like it could only exist because of this contest. So that's giving it the edge this time around.


Winner: Conformist by czzzz
Second: Hoarder by Sverre
Third: Bounty by AJL828

11

Contest Closed. Check the opening post to see your entry and let me know any mistakes.

Judging to come in the next few days

12
Financial Center

+1 Card and +2 Actions.
For every 3 differently-named cards that you have in play (rounded down), +1 Coffers.

Notes: It counts itself. Cornucopia (variety) + Guilds (coffers).

I like Village-variants with large potential upsides that you need to work for (e.g., City Quarter, Swamp Shacks). This concept works better with Coffers than if it just gave coins, as in IRL play you don't need to track how many coins each one gave you.

Card image coming later.

Should I expect a card image in the next 24 hours?

13
24 hours notice

Here are the entries I have now. Please check if yours is missing, or if it links to an old version.

Entries:
  • Kingswood by grep. A victory rewarding Action variety, with an Overpay to get those actions.
  • Prism by BryGuy. A Treasure granting coffers or Horses based on variety
  • Conformist by czzzz. A Coffer gaining smugglers for in-play cards, that plays from hand 
  • Beguiler by 4est. A sort of storyteller for Coffers that can be played when anyone gets Coffers
  • Ancient Gear by J410. A terminal draw Menagerie that rewards with Coffers instead of more draw that costs less if you didn't gain Coffers that turn
  • Diversify by Will(ow|iam). An Event granting Coffers for treasure variety
  • Bounty by AJL828. A treasure-victory action player and gainer. With gaining and VP based on card type variety.
  • Harvester by LibraryAdventurer. A silver +buy action exiler that grants coffers for exiling more expensive cards
  • Convoy by silverspawn. Cheap terminal draw that becomes non-terminal to release Victory cards from Exile, with an Exile on overpay mechanic.
  • Donkey Tamer by grrgrrgrr. A non-terminal horse Gainer that when in the game, changes +cards to draw-to-x
  • Financial Center by JW. A Village that grants coffers based on variety of cards in play
  • Trendsetter by NoMoreFun. A cantrip or terminal + coffer, that can be played out of turn when other player gains duplicates of cards you have in hand
  • Cache by Augie279. A non-terminal treasure gain and play with +buy that costs less if you have no duplicates in play
  • Caravanserai by chronostrike. Cantrip discard for Exile and/or discard for Horse
  • ROUNDABOUT by fika monster. A draw-to-7 that can play a unique card, but it costs more if you have unique cards in play


I said 24 hours -- but in reality, tomorrow is Easter which many people celebrate, and so I won't be closing the submissions until Monday at some point in all likelihood.

14


This breaks contest rules. Potions are a mechanic from Alchemy, and would require a rulebook addition to explain what those symbols mean.

I made this ruling here

15
Variants and Fan Cards / Re: Fan Card Mechanics Week 85: March Matness
« on: March 26, 2024, 02:52:48 pm »

Quote
Nobleman | Action | $5
Gain and play an Action card other than Nobleman.

Each other player may Shadow a copy of it from the Supply.

16
Can the submission use expansion-specific mechanics from other expansions?

No unique mechanics to an expansion other than those 3 is allowed.
So no boons, artifacts, spirits, loot,etc is allowed.

However motifs from other expansions are allowed. Like seaside had a top deck and duration motif, that’s fine to use. Renaissance has a simplicity motif, that’s fine. Loot had “next time” motif, that’s fine. New Non supply piles are fine.

The line is a little fine between the two, ask with your submission and I can tell you if it fits the guidelines. In general, your card should not need extra rulebook to understand other than the rule books in cornucopia and guilds and menagerie

17
Weekly Design Contest #214: Cornucopia AND Guilds AND Menagerie

I really like the motifs and mechanics of Cornucopia, Guilds, and Menagerie (the expansion). I think there's fun ways they could work together in a single card or card-shaped thing. In celebration of the 2nd edition of Cornucopia and Guilds being released, I wanted to create a contest, adding in Menagerie.

Create a new "promo" card that used motifs and/or mechanics from at least 2 of Cornucopia, Guilds, and/or Menagerie

Motifs and Mechanics
For your reference, here is an (incomplete) list of motifs and mechanics in the expansions:
  • Cornucopia:
    • Cards that care about variety (Menagerie, Shop, Hunting Party, Fairgrounds, Horn of Plenty, Carnival)
    • Cards that add variety (Joust,  Ferryman,  Young Witch)
    • Discard (Hamlet, Young Witch, Ferryman )
    • The Rewards
  • Guilds:
    • Coffers (Candlestick Maker,  Plaza, Baker, Butcher, Footpad, Merchant Guild)
    • Overpay (Farrier, Infirmary, Stonemason, Herald )
    • Cards that change the game without being bought (Baker, Footpad)
    • Name a Card (Journeyman, the removed Doctor)
  • Menagerie:
    • Horses
    • Exile
    • Playing actions at Unusual Times (Black Cat, Sheepdog,  Village Green, Falconer, Gamble, Toil) )
    • Changing Costs (Fisherman, Destrier, Wayfarer, Animal Fair)
    • Ways
    • Events
    • Either now or Next Turn (Village Green, Barge)


Contest Guidelines
  • You have to use at mechanics or motifs from at least two of the "three" expansions (for this purpose, Cornucopia and Guilds count as two different expansions)
  • Please include your card-text as text, and with a mock-up. You don't need to add card art, but I want to see the text fit on a card. I recommend using this mock-up tool.
  • Make a new post if you update your entry, please do not edit posts. I include this because I might miss your update!
  • No unique mechanics to an expansion other than cornucopia, guilds, or menagerie are allowed.
    No boons, artifacts, spirits, loot,etc is allowed. However motifs from other expansions are allowed. Like seaside had a top deck and duration motif, that’s fine to use. Renaissance has a simplicity motif, that’s fine. Loot had “next time” motif, that’s fine. New Non supply piles are fine. If your entry breaks this rule I will tell you

Examples
  • Valid: If Huge Turnip was not already a card, it would qualify for incorporating Coffers (Guilds) and Rewards (Cornucopia)
  • Valid: If Hostelry was implemented with Overpay instead of discarding treasures, it would qualify.
  • Valid: An Event (Menagerie) that gives Coffers (Guilds)
  • NOT Valid: A Way that says "+2 Horses." This is only using motifs or mechanics from only Menagerie.
  • NOT Valid: A card that says "Trash this to gain a Reward." This is only using motifs or mechanics from only Cornucopia

Judgment Details:
  • The contest will close roughly one week from today. 
  • I will judge the entries based on balance,  how well it fits in existing Dominion design-practices (for example, attacks are not political), how fun I think the card is, and simplicity where possible.


Entries:
  • Kingswood by grep. A victory rewarding Action variety, with an Overpay to get those actions.
  • Prism by BryGuy. A Treasure granting coffers or Horses based on variety
  • Conformist by czzzz. A Coffer gaining smugglers for in-play cards, that plays from hand 
  • Beguiler by 4est. A sort of storyteller for Coffers that can be played when anyone gets Coffers
  • Ancient Gear by J410. A terminal draw Menagerie that rewards with Coffers instead of more draw that costs less if you didn't gain Coffers that turn
  • Diversify by Will(ow|iam). An Event granting Coffers for treasure variety
  • Bounty by AJL828. A treasure-victory action player and gainer. With gaining and VP based on card type variety.
  • Harvester by LibraryAdventurer. A silver +buy action exiler that grants coffers for exiling more expensive cards
  • Convoy by silverspawn. Cheap terminal draw that becomes non-terminal to release Victory cards from Exile, with an Exile on overpay mechanic.
  • Donkey Tamer by grrgrrgrr. A non-terminal horse Gainer that when in the game, changes +cards to draw-to-x
  • Financial Center by JW. A Village that grants coffers based on variety of cards in play
  • Trendsetter by NoMoreFun. A cantrip or terminal + coffer, that can be played out of turn when other player gains duplicates of cards you have in hand
  • Cache by Augie279. A non-terminal treasure gain and play with +buy that costs less if you have no duplicates in play
  • Caravanserai by chronostrike. Cantrip discard for Exile and/or discard for Horse
  • ROUNDABOUT by fika monster. A now-or-next-turn draw-to-7 that can play a unique card
  • Horseshoes by Tiago. A treasure that gains Horses per treasure variety, that "in games using this" grants Coffers when Victory cards are gained
  • Rancher by MochaMoko. A vault that gives horses instead of draws, and coffers instead of $ for discard
  • Hoarder by Sverre. An Exiler granting + cards for unique cards in Exile

18
Weekly Design Contest / Re: Weekly Design Contest #213: GREEN
« on: March 21, 2024, 05:59:20 pm »
Thank you for the judging. I’m very sorry for your loss and wishing you comfort and ease whenever possible in the coming days.

I’ll have a new contest in in the next few days.

Also, I reallllly liked monkstead.

19
Weekly Design Contest / Re: Weekly Design Contest #213: GREEN
« on: March 16, 2024, 11:35:56 pm »
Combos with Border Village!

Did not realize that, but if you're willing to bloat your deck with 8 Villages and 8 Estates, then sure, go for it. Eight stop cards is a lot after all.

It’s more kind of scary that if you can empty one pile on your turn and then have $4 leftover,
you just win — nearly  insta-empty the final two piles and get 8VP (in a two player game). most times at least two border villages will be gone already.

If you want to design around this, you could say “gain a card costing up $6 you have not gained this turn”

However, I personally just think that it’s fine to leave that killer combo in and keep current phrasing — even if it’s a dominant combo, it would result in fairly quick games so you can just play another game without the combo. I like the card as is.

20
Weekly Design Contest / Re: Weekly Design Contest #213: GREEN
« on: March 16, 2024, 10:05:52 am »


Unless you want it to counter handsize attacks, can't it say, "When you gain this, +2 Cards at the end of this turn"?

It’s to make it easier to not forget. I play most of my dominion in person, and it’s quite easy to forget stuff like this. The two cards being set aside is the visual reminder. Without the set aside card it could be easy to forget, especially if you gain it in the start or middle of a big turn. For example, the river’s gift stays until clean up to be a visual reminder. But this card is gained and can’t be a reminder, so the set aside cards ARE the reminder. Expedition doesn’t do this because your buy phase is almost always near the very end of your turn.

There’s enough mid-turn 4 cost gainers that I thought it was relevant. I’m open to being persuaded to the simpler wording, but the “reminder” is the main intention.

It does have the benefit of soft-countering militia attacks (self-junk instead — design neutral for me). It also has the downside (that I consider a design positive ) that it fails in deck-drawing scenarios: it either prevents you from drawing 2 set aside cards this turn, or next turn it might only draw the estuary if you’ve already drawn your deck.

Anyway, when first designing I thought of all of this, and thought the wordier phrasing was a better overall design.

21
Weekly Design Contest / Re: Weekly Design Contest #213: GREEN
« on: March 13, 2024, 12:17:20 pm »


Quote
Estuary | Victory | $4
2
-
When you gain this, set aside the top 2 cards of your deck. At the start of your next turn, put them in your hand.

Estuary gives you draw next turn! Unfortunately, it clogs your deck for the rest of the game. Sometimes you'll want the extra draw early on to spike something. Sometimes you've got a deck that can trash those extra cards. Sometimes it'll become an interesting decision between this and a duchy if your deck starts to stall out in a slog-like environment.

22


Quote
Scientist | Action | $3
+2 Cards
+1 Action
If this is the first Scientist you played this turn, the player to your left names a card. This turn, when you gain a copy of the named card, trash it.

You may trash this.

Getting one scientist is quite a waste, since the penalty happens only on the first play. But getting lots of scientists mean you sort of contraband yourself every turn, yeesh. Hopefully there's a variety of cards you want! In the end-game, the player to your left will name Provinces leaving your scientists useless, or force you into an alt-victory scenario. You can always self-trash Scientists when you're done with them, but that doesn't help this turn at all.

I've made Scientists "prevent" all gaining of the card, not just buying. It trashes instead of prevents the gaining to avoid directly conflicting with cards. The "stop moving" rule still applies.

23


Quote
Pastoral Village | Action | $4
+1 Card
+4 Actions

When you play an Action card you have a copy of in play, you first spend an extra Action.

Rules Clarification: you cannot spend actions you don't have (ie go below zero), and spending an extra Action occurs "when you play ... you first" so it counts after you play the card, but before the card effects occurs, making this a little stronger. Think of it like Adventure Tokens.

For example, let's say you play a
Peddler (1 action after finish resolving)
Pastoral Village ( 4 actions after finish resolving)
Smithy (3 actions ...)
Smithy (1 action ...)
Peddler (you spend 1 action to play the card, going to 0, then Pastoral Village instructs you to spend an Additional action, which you fail to do so because you have 0, then Peddler grants you an Action so you have 1 action remaining after finish resolving)

Pastoral Villages stack so here's a one example:
Pastoral Village (4 actions after finish resolving)
Pastoral Village (6 actions after...)
Smithy (5 actions ...)
Smithy (2 actions ...)
Smithy (0 actions ...)

and one last example:
Pastoral Village (4 actions remaining)
Pastoral Village (6 actions remaining)
Pastoral Village (7 actions remaining)
Pastoral Village (7 actions remaining)
Smithy (6 actions remaining)
Smithy (1 action remaining)
Smithy (0 actions remaining)

In comparisons with Snowy Village and normal Village, it felt like it needed to cost $4.

24
Hopefully removed cards are fair game.



Quote
Global Embargo | Treasure - Duration | $4
Exile a card costing up to $6 from the Supply.

The next time anyone gains a copy of that card, they gain a Curse, and you discard your exiled card.

I like the mechanic of embargo, so wanted to play off of it, and create a version that would actually get used! This actually hits opponents harder than embargo, since they get cursed, and you get to take that gained card out of exile. For the attack reason, it's stronger than Camel Train, although you don't get a gold with it. You also can Exile Duchies with this, nice! However once someone else gains a duchy, yours will be released into your deck again.

If everyone avoids your embargo'd card, well then you can buy it yourself, at the cost of a curse. In that way, it operates more like a Cursed Gold with a +buy -- it's like you can pay for an expensive card (exilling it), though the gain is delayed, you get a curse,,and you actually have to be able to afford that card later on. Global Embargoes are also slow since the sit around until they do something.

One counter to the Global Embargo is to use Global Embargos yourself! Since exiling does not mean gaining, it doesn't trigger. This might make it seem like it makes everyone buy up the embargos -- they stack, so someone might get double cursed, which means they probably won't buy the card, so then YOUR global embargos sit around forever doing nothing, which makes them weak and then everyone WON'T buy up the global embargoes. So it's dynamic. Maybe everyone tries to play around that good card, or maybe that card is good enough that you suck it up and get heavily cursed.

25

Quote
Bricks
➁ Treasure - Duration

+1 Buy
The next time anyone
gains a Victory card,
trash this for +1 VP.
Quote
Bricklayer
➑ Action
+3 Cards
Choose one:
Play a Treasure from the
trash; or +① per Bricks
you have in play.

Split pile, for Empires.
Yeah, those Bricks are great for business. They're not really that great on their own though. This is why Split piles are a pain to design...

Bricks is not priced correctly — it’s a disappearing 1vp, like mill, which costs 3. Except it gives an additional $ and +1 buy which arguably makes it way stronger than mill.

Mill did get replaced, but this is too strong for $2. Compare it to estate, as well.

I’d say make bricks stronger, price it for $4 and allow it to gain Bricks so you can run the pile more quickly.
Maybe something like “+$2, you may gain a Bricks. The next time …”

I like this general concept and idea .

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