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Weekly Design Contest / Re: Weekly Design Contest #126: Seeking an Heir
« on: August 30, 2021, 07:52:50 pm »
Submissions closed!
Results will be posted shortly.
Results will be posted shortly.
Just played a game in which Lord Rattington used Scrap on a Province. This can sometimes be a good strategic decision, but I don't think this case was one.
Added text description....
No image is showing up for me.
Differently named Treasures again, I see... I started at counting all Treasures but couldn't be sure of balance.
I thought an Event would be less shuffle dependent, and that Potion cost was about right balance wise (as well as an extra different Treasure)
Submission
Quote
Woodsman | Action - Reserve | $4
+1 Buy
Put this on your Tavern mat.
-
When you play a card, you may call this to choose +2 Cards; or gain a card that costs up to $4
Heirloom: Lumber
Lumber Jack can be called immediately after your next card for a more expensive workshop that gives +1 buy. Or you can treat it like a +2 cards +1 buy which would be weak silk Merchant. If only you could line this card up for when you need it, so you can gain $5s with it. Well, you can! The power is you can choose to delay calling the card. You can choose to keep it on the Tavern mat to save a later turn, like a coin of the realm for cards. Or, you can wait until you play a Lumber, and now you can gain a card costing up to $5.
This card can be called in your Action, Buy, or Night phases. And this card can be called when it's not your turn. Thanks to Menagerie, there's a ton of cards that can be played out of your turn, like Black Cat. Good thing that both the actions you can take when you call it are easily trackable even if it's not your turn.
The card has to cost at least $4 because it is almost strictly better than workshop (except for a turn where that is the last action card you have to play and you have no treasures).
As always, open to feedback.
This was a tough one! I'm posting the results now to minimize the delay in getting the next contest up, but I will post detailed feedback on the submissions later tonight.
Honorable Mentions:
Gardoomalion's Clock Tower
emtzalex's Rework
Xen3k's Flower Garden
DunnoItAll's Interest/Savings
stechafle's Spiral Staircase
Runners-up:
Aquila's Repository
X-tra's Commander
WINNER:
Gubump's Arcade
+2 Actions
After you finish playing this card, ignore any further +Actions you get for the rest of this turn.
Here's my entry for this week. Road is a cheap cantrip that along with your other Roads allows you to gain a single card per turn with a variable cost based on how many Roads you got into play that turn (I think the "Once per turn" language correctly achieves this effect, but let me know if it doesn't). With just one in play, you can usually only gain a Copper, but if you collide it with your Shortcut, you can gain another Road. Later, you can chain together more to gain an engine piece or even a Province if you have a long enough Road. The Shortcut essentially stands in as another Road, along with some of the usual cost reduction shenanigans.
+1 Card
+1 Action
Once per turn, when you discard a Road from play...
QuotePort Clerk - $5
Action
+1 Buy
When you play a Treasure card this turn that you don't have a copy of in play, +$1.QuoteQuill - $3
Treasure - Heirloom
Cards cost $1 less this turn.
Port Clerk is a terminal super Merchant. The money from a Port Clerk can scale pretty quickly with additional Treasures in the Kingdom and with things like Counterfeit, so I think the $5 cost is warranted. Not sure if the sentence structure for Port Clerk is correct. Feedback is appreciated.
This turn, when you play a Treasure you didn't have a copy of in play, +.
Yeah, the big is mostly a lil' thing I like to do. I know non- yielding Treasures don't need it, but idk. I enjoy seeing that big fat on Treasure cards. A quick reminder that you're not getting straight from it. It's mostly a personal thing, I'll admit.
Pretty quick entry this time, but I am feeling inspired, soooo... here we go!
Spectacle, played after Fireworks, allows you to pull some neat tricks. For instance... Workshopping more Spectacles! Or if you've drawn deck, then you can "gain and play" the card(s) you bought this turn.
Spectacle might be too strong, idk. I briefly considered giving it a cost. Anyway, lemme know if it's too powerful or something.
This was a tough one! I'm posting the results now to minimize the delay in getting the next contest up, but I will post detailed feedback on the submissions later tonight.
Honorable Mentions:
Gardoomalion's Clock Tower
emtzalex's Rework
Xen3k's Flower Garden
DunnoItAll's Interest/Savings
stechafle's Spiral Staircase
Runners-up:
Aquila's Repository
X-tra's Commander
WINNER:
Gubump's Arcade
Farm Cellar
Action - $5
+1 Action
Reveal cards from your deck until you reveal an Action or Treasure.
Put all the revealed cards into your hand.
Discard any number of cards from your hand to draw that many.
So basically it's the draw of Farming Village, but you keep all the cards instead of discarding the ones you weren't looking for, and then a Cellar. The more Curses and Victory cards you have, the more it draws, though you're still more likely to end up with a bad card after the Cellaring in decks like that.
v0.2: Dropped price to as suggested on Discord.
Gubump, the card image has a cost of $3 so I'm not sure where the typo is.
WDC #125: What's the Draw?
Rules:The deadline will be Friday, August 20th at 11:59PM ET. I will judge over the weekend and aim to post results on Sunday, August 22nd. It is possible that I will only post the winner and runners-up so that the next contest can start and will provide detailed feedback on the remaining entries later in the week.
- Design a card-shaped thing that draws a variable number of cards that is not a draw-to-X card
- For the purposes of this week's contest, binary will not be considered to be "variable". What I mean by that is that cards like Shanty Town (that draws either 0 or 2 cards), Menagerie (that draws 0 or 3 cards), or Conspirator (that draws either 0 or 1 card) would not qualify.
- As mentioned above, draw-to-X cards like Library, Watchtower, and Cursed Village would not qualify
- Your submission can be a non-supply card (in which case you should also submit a supply card or WELP which works with the non-supply card)
- If your submission is a split pile, only one of the cards needs to meet the contest criteria
- Your submission can be a WELP*
- Please do not submit any Traveller lines or mixed piles
- Official cards that would qualify include Crossroads, City Quarter, and Madman
*I'm not really sure how you would design a Landmark that fits, but I'm prepared to be surprised
"at the end still some inspiration:I have a Scrying Pool, a Fortune, a Colony in hand. Which is the most expensive card?
Hooligans $3
+1 action
+1 card
Every opponent shows their hand and then discard their highest cost card, then draws an card.
+1$ if an card that cost 5 or more is discarded.
http://wiki.dominionstrategy.com/index.php/Potion
"P is orthogonal to $ in a cost; thus, although a card with a cost of $XP is considered to cost "more" than a card costing $x or less with no P, costs of, e.g., $4 and $3P are incomparable—neither is more or less than the other. Many trash-for-benefit cards whose effects depend on a card's cost only consider the cost in $ and ignore P; most Workshop variants can't gain cards with P costs at all."
http://wiki.dominionstrategy.com/index.php/Debt
"A cost in D is orthogonal to a cost in a $; cards with D in their cost do not cost less or more than cards with a $ cost. D and P are similarly not comparable."
In "Highest cost" the alternative payment methods are not taken into considiration. That should also be true for this card.
So the Colony
This is strictly better than Smithy (if you Throne the Idle Hands the net effects are -1 Action +2 Cards which is the same as Smithy).
Royal Carriage (or any throner) + Hunting Lodge + Way of the Chameleon
You can Chameleon a Hunting Lodge to discard your hand for +$6, then replay it normally and draw back up to 5 with a bunch of actions to spare. Pretty neat!
This is a conditional Lab, not a conditional Cantrip.I'm not sure by what definition a Lab wouldn't also be a cantrip.
Gubump: Collector ⑤ (gives all 3 vanilla bonus token-cards, takes one from everyone else or Curses them)
Inquisition
$5 - Action - Attack
+2 Cards
Each other player with 4 or more cards discards a card.
The player to your left names a card. You may play an Action card from your hand other than the named card.
Conditional cantrip (the opponent can try to evade it naming a card that would break the chain)
QuoteWitch's Hat
Action-Attack-Looter
Cost 5
+1 Card
You may play an Action Card. Each other player gains, if played Action cost...
... - : A Curse
... - : A Ruins
... +: A Ruins in their hand.
Witch's Hat is a сantrip junker, the power of which depends on your next Action. Witch's Hat goes well with cheap Actions and combines badly with other Witch's Hat. Witch's Hat deals nicely with those Ruins, that you got from other Witch's Hat and gives other players a Curse in return. Witch's Hat sucks, when it's the last Action in your turn.
Got the wording from Iron Maiden http://forum.dominionstrategy.com/index.php?topic=9231.0