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General Discussion / Re: Thanks for making me feel respected
« on: August 03, 2022, 10:53:23 pm »
You've helped explain me out of a few jams. Much respects and thanks!
I'll do one a day, and if people request stuff they'd like to see, I'll try to pick one of those things. They can be kingdom cards or sideways ones.
This weeks contest: Design a card that has a once per turn effect. No Projects, Landmarks, Events or Artifacts please. The effect can encompass the whole card text or just be a part of it. Split piles and Travelers (if you for some reason hate me) are both fine. The card does not specifically have to say "once per turn", but should limit it's use in one way or another.Does Cargo Ship qualify? It carries a card per Cargo Ship in play, so it's efficiently an effect per card, not a single effect in a turn.
Official card examples: Fortune, Crossroads, Outpost, Messenger, Cargo Ship and Fool (among possible others). Other cards like Tormentor, Leprechaun and Tactician are nearly always once per turn, but situationally can be more. I would accept them as-is, but would prefer a "once per turn" added.
Does Merchant qualify? What about Fool's Gold (which has a negative effect once per turn)
Cargo Ship specifically says "once this turn" so it qualifies. I hadn't considered Fool's Gold, but yes it would qualify. Merchant would not qualify. Although you only get +$1 on one Silver played, you can get the +$1 more than once per turn.
EDIT: You raise an interesting question about Cargo Ship. I was certain the setting aside only can happen once per turn, but now I'm not so certain. Can anyone confirm this? If you have 2 Cargo Ships in play do you get to set aside 2 cards that turn? I'm guessing no.
I've thought more on Merchant and I will except cards worded that way. In it's current wording it was a bit hard for me to parse, but when changed to "The first time you play a Silver this turn, +$1 per Merchant you have in play." it seems more clear to me that it actually fits the challenge requirements.
Sorry for the back and forth. Hopefully I'm not creating a precedent here for some convoluted entries. I think everyone has a good sense of what "once per turn" means though. Thanks for all the questions!
Still feels lile Merchant shouldn't count - "The first time you play a Silver this turn, +$1 per Merchant you have in play." isn't really accurate, if you consider TR-Merchant gets you +$2 with only one Merchant in play.
Could that be one way to validate whether a cards qualifies - does TR-card do something only once? (the equivalent for Treasures would be Crown or Counterfeit, and my own custom Cabal * for Night cards)
* I wear my sunglasses at Night...
This weeks contest: Design a card that has a once per turn effect. No Projects, Landmarks, Events or Artifacts please. The effect can encompass the whole card text or just be a part of it. Split piles and Travelers (if you for some reason hate me) are both fine. The card does not specifically have to say "once per turn", but should limit it's use in one way or another.Does Cargo Ship qualify? It carries a card per Cargo Ship in play, so it's efficiently an effect per card, not a single effect in a turn.
Official card examples: Fortune, Crossroads, Outpost, Messenger, Cargo Ship and Fool (among possible others). Other cards like Tormentor, Leprechaun and Tactician are nearly always once per turn, but situationally can be more. I would accept them as-is, but would prefer a "once per turn" added.
Does Merchant qualify? What about Fool's Gold (which has a negative effect once per turn)
Cargo Ship specifically says "once this turn" so it qualifies. I hadn't considered Fool's Gold, but yes it would qualify. Merchant would not qualify. Although you only get +$1 on one Silver played, you can get the +$1 more than once per turn.
EDIT: You raise an interesting question about Cargo Ship. I was certain the setting aside only can happen once per turn, but now I'm not so certain. Can anyone confirm this? If you have 2 Cargo Ships in play do you get to set aside 2 cards that turn? I'm guessing no.
I'm fairly certain it's per Cargo Ship played.
Found a reference (in relation to TR / Processioning a Cargo Ship): https://boardgamegeek.com/thread/2106825/article/30647520#30647520
This weeks contest: Design a card that has a once per turn effect. No Projects, Landmarks, Events or Artifacts please. The effect can encompass the whole card text or just be a part of it. Split piles and Travelers (if you for some reason hate me) are both fine. The card does not specifically have to say "once per turn", but should limit it's use in one way or another.Does Cargo Ship qualify? It carries a card per Cargo Ship in play, so it's efficiently an effect per card, not a single effect in a turn.
Official card examples: Fortune, Crossroads, Outpost, Messenger, Cargo Ship and Fool (among possible others). Other cards like Tormentor, Leprechaun and Tactician are nearly always once per turn, but situationally can be more. I would accept them as-is, but would prefer a "once per turn" added.
Does Merchant qualify? What about Fool's Gold (which has a negative effect once per turn)
Cargo Ship specifically says "once this turn" so it qualifies. I hadn't considered Fool's Gold, but yes it would qualify. Merchant would not qualify. Although you only get +$1 on one Silver played, you can get the +$1 more than once per turn.
EDIT: You raise an interesting question about Cargo Ship. I was certain the setting aside only can happen once per turn, but now I'm not so certain. Can anyone confirm this? If you have 2 Cargo Ships in play do you get to set aside 2 cards that turn? I'm guessing no.
This weeks contest: Design a card that has a once per turn effect. No Projects, Landmarks, Events or Artifacts please. The effect can encompass the whole card text or just be a part of it. Split piles and Travelers (if you for some reason hate me) are both fine. The card does not specifically have to say "once per turn", but should limit it's use in one way or another.Does Cargo Ship qualify? It carries a card per Cargo Ship in play, so it's efficiently an effect per card, not a single effect in a turn.
Official card examples: Fortune, Crossroads, Outpost, Messenger, Cargo Ship and Fool (among possible others). Other cards like Tormentor, Leprechaun and Tactician are nearly always once per turn, but situationally can be more. I would accept them as-is, but would prefer a "once per turn" added.
Does Merchant qualify? What about Fool's Gold (which has a negative effect once per turn)
This weeks contest: Design a card that has a once per turn effect. No Projects, Landmarks, Events or Artifacts please. The effect can encompass the whole card text or just be a part of it. Split piles and Travelers (if you for some reason hate me) are both fine. The card does not specifically have to say "once per turn", but should limit it's use in one way or another.Does Snowy Village qualify as a "once per turn" effect? Effectively, you can only get its +actions once per turn.
Official card examples: Fortune, Crossroads, Outpost, Messenger, Cargo Ship and Fool (among possible others). Other cards like Tormentor, Leprechaun and Tactician are nearly always once per turn, but situationally can be more. I would accept them as-is, but would prefer a "once per turn" added.
Thanks for looking!The "play this as if it were" phrasing was phased out with the introduction of Command cards, and anyways makes no sense here. The card should just say "play the cards on your Army mat in any order, leaving them there." Even then, it is unclear to me whether you determine the order when you play Army or if you can switch things around once you played the first card from the mat. If it's the latter, maybe you want the wording "As often as you like: Play a card from your Army mat that you haven't played yet with this, leaving it there."CHALLENGE #63 - GOLD IS THE CURRENCY OF PEASANTS
ARMY - ACTION - $6
Choose one: Put a non-Command Action card onto your Army mat; or play this as if it were all the cards on your Army mat (played in any order).
CHALLENGE #63 - GOLD IS THE CURRENCY OF PEASANTS
ARMY - ACTION - $6
Choose one: Put a non-Command Action card onto your Army mat; or play this as if it were all the cards on your Army mat (played in any order).
So when my opponent, who went first, gets their witch on turn 3, they can wreck my ability to be Twice Industrious?
http://forum.dominionstrategy.com/index.php?topic=18987.msg824582#msg824582
Lumber Camp: Action - $4
+1 Card, +1 Action, +1 Buy, When this is gained during one of your first two turns of the game, if you: don't have Innovative, take Innovative; do have Innovative, flip it over to Twice Innovative.
Innovative: State
At the start of your turn, +1 Card per empty Supply pile.
Twice Innovative: State
At the start of your turn, +2 Cards per empty Supply pile.
Wow! Seems like a lot has happened since I was gone. I guess I want to say a couple of things:
As far as judging: It is currently 1:30 am where I am, so I am going to go to bed and judge the entries in the morning. I think there's still a bit of time left of my 36 hour warning, so if anything comes in the next couple of hours I'll count it. That being said, I'm guessing there probably won't be anymore entries. Because of the large number of individual cards (I think there might be close to 100), I'm not going to comment on every single card, however I might comment on interesting/intriguing cards and give suggestions if something catches my eye. My plan is to comment more on the general mechanic and give suggestions if I think of any.
Kudasai: Sorry for the judgement that didn't go your way. I think X-tra said it well; it's unfortunate you're put into this awkward situation and most of us know that your thinking doesn't necessarily mirror segura's. Like I said, the decision was not so clear cut, and I was on the fence; but I ultimately felt it didn't count. I didn't explain my reasoning at length in the original post, but I felt if heirlooms didn't count, than leaders couldn't either. Many people keep cursed gold in the same stack as pooka meaning setup is minimal (especially considering there is no decision time), so heirlooms have less setup than leaders. I didn't say this in the original post, but I was planning on giving feedback on leaders if you didn't change your submission (Perhaps saying this might have made the situation not blow up as much).
Segura: I'm sorry this judgement has bothered you so much. It's also unfortunate that I wasn't able to respond to your comments (due to Shabbat) because I feel that might have deescalated the situation. I've explained my reasoning in the paragraph above in more detail than I did in the original post. Judgements sometimes don't go your way but as a general rule, we need to accept judgements (even those we don't like) so the system can work. On the flip side, judging is sometimes hard; you have to aware of the inevitable ramifications. In this case I was aware of the downside of disqualifying kudasai's card; however, if I had allowed it, some people might have complained saying they held back ideas that were similar because they didn't think it would qualify. In the end, I had to go with my gut, and what I felt fit within the framework of the contest. I would like to state that I hold no ill will towards you because of this; everyone makes mistakes and everyone has bad days. You've been on this thread for quite some time and have contributed many good ideas, and I know that you are usually respectful and considerate. I don't take this personally at all and look forward to you joining us again soon.
To all entrants: Wow! Great job. I thought this week was going to be hard and was worried there would be too few entries, but you guys definitely did deliver. I think there's at least 18 new mechanics. What's great about this is we can all use these ideas for future card ideas (I probably will). Also, as Gazbag has pointed out, you are all disqualified and Gazbag wins with blank cards. 😜 (As an aside, I burst out laughing when I read that)
To those who felt this week was a little harder than normal, sorry about that; hopefully you'll get back on the train next week.
Posting this in case I miss the deadline.
Also Kudasai those Leader cards are fun. I want to choose Tactical which is perhaps why I'm actually seldom winning my games.
Challenge 61: Create a New Simple Mechanic Submission:
Industrious: At the start of your turn, +1 Action. During your turns, cards with +Action amounts in their text cost $1 more.
Devout: During your turns, once per phase, when you discard a card (from anywhere), you may trash it. At the end of each turn you trashed any cards with this, each other player gets +1VP.
Political: During your turns, Victory cards cost $1 more. When you gain a Victory card, +1VP.
Tactical: At the start of the game, take 9debt. At the start of your turn, +$1.
Bivouac - Action - $5
+1 Action
+$2
You may play a Bivouac from your hand. At the start of Clean-up this turn, if you have 3 or more Bivouacs in play, discard them all. Otherwise, put them all onto your deck.