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Weekly Design Contest / Weekly Design Contest #225: When was THAT invented?
« on: July 22, 2024, 03:22:37 am »
Dominion has been themed around the pre Industrial world - vaguely the late middle ages and Renaissance, and things that would have existed before then. But I'm feeling inspired by games like Innovation, the Civilization series, and "tech trees" in general.
So this week, your challenge is to design an anachronism. Design something in the supply that isn't out of place with Dominion's broad theme, that also lets you gain something that is much more modern, or even futuristic. This means 2 or more cards (or card shaped things).
The rule is that the modern/futuristic card can't be "visible" in the supply or starting decks at the start of the game. It needs to be "invented" or "discovered" during the course of the game.
So the modern card can be lower in a split pile (Empires/Allies style), a non supply card (Like Mercenary or Madman), a traveller, or an Artifact, or starts outside the supply and decks (Necromancer's Zombies) or any other mechanic I've forgotten. I don't count heirlooms or cards costing $P (if they're at the top of their supply piles) as they're visible at start of game.
Try stick to the spirit of the challenge. You can make the cards very simple, but if you start with an event, it should involve you doing something to get the card (like Quest or Peril) rather than just a purchase (like Ride or Looting).
I'll try not to be strict about what was technically around or not around before the "Dominion Era" (the Renaissance and age of sail). I like learning about history but the idea is to go from a card that "belongs" to one that doesn't.
I'll be judging based on how fun the cards seem to play with. But as a theme challenge flavour matters too. As one idea, Cards from the future may be powerful or mess with mechanics more or just be "weird" in some other way. But they don't have to be.
So this week, your challenge is to design an anachronism. Design something in the supply that isn't out of place with Dominion's broad theme, that also lets you gain something that is much more modern, or even futuristic. This means 2 or more cards (or card shaped things).
The rule is that the modern/futuristic card can't be "visible" in the supply or starting decks at the start of the game. It needs to be "invented" or "discovered" during the course of the game.
So the modern card can be lower in a split pile (Empires/Allies style), a non supply card (Like Mercenary or Madman), a traveller, or an Artifact, or starts outside the supply and decks (Necromancer's Zombies) or any other mechanic I've forgotten. I don't count heirlooms or cards costing $P (if they're at the top of their supply piles) as they're visible at start of game.
Try stick to the spirit of the challenge. You can make the cards very simple, but if you start with an event, it should involve you doing something to get the card (like Quest or Peril) rather than just a purchase (like Ride or Looting).
I'll try not to be strict about what was technically around or not around before the "Dominion Era" (the Renaissance and age of sail). I like learning about history but the idea is to go from a card that "belongs" to one that doesn't.
I'll be judging based on how fun the cards seem to play with. But as a theme challenge flavour matters too. As one idea, Cards from the future may be powerful or mess with mechanics more or just be "weird" in some other way. But they don't have to be.