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Weekly Design Contest / Re: Weekly Design Contest #104: Raise the Ceiling
« on: February 13, 2021, 01:43:54 pm »
Missing ConMan's Billet (reply #65).
OK, here's the post with the 12 entries for the contest so far (there's still ~22 hours til deadline!).
Going to change my entry to this instead:
Armada (Project, $5)
At the start of each of your turns, choose one: put a card from your hand onto your Armada mat, or if you haven’t already done so this game, put all cards on your Armada mat into your hand.
This allows you to build up for one really big turn, but how far are you prepared to push your luck? Maybe someone else will get theirs in first...
If you edit a submission, edit the original post.
The optional effect can be used to hit price points or if you need a buy. You exchange a short term benefit for a long term penalty (basically -1VP), which is not a trivial decision, I guess.
(Somehow the title is not bold, someone knows how that can happen/be fixed?)
The problem is, that in a 4, 5, or 6 player gameWho plays Dominion with more than 3?
Who is Nomad? Why would you need 7 cards instead of just 6?
Terminal payload does require terminal space and quite often a Gold could be better. And of course stop cards should always be added carefully. But that is a general notion and not every board has Peddlers for payload.
An Animal Fair with a trivial pseudo condition to trigger it is simply too good for $4.
QuoteOmniscience - $0
Project
Play with your hand and deck revealed (ignore on-reveal triggers). You may reorder your deck at any time.
When you buy this: discard your deck, and gain 2 Curses for each opponent that doesn't have Omniscience.
Donate-esque gamechanger, with a penalty for buying it before others. Your deck becomes like a second hand to pick and choose from.
regarding the bigger problem of playing 10+ cards at the start of your turn, or double remake, or whatever, you could just have it replace the card on the birthright mat (which gets trashed or returned to the supply or something) - only one card there at a time.This should either say "that player may play the card" or be an attack. Imagine putting 2 Remakes onto the Birthright mat...QuoteBirthright - $6
Put a non-Duration Action card from the Supply onto your Birthright mat. At the start of each player's turn for the rest of the game, that player plays the card, leaving it there.
(This stays in play.)
A Prince variant, except that every player gets the bonus. Because of that, you have to design a deck and/or select an Action card that will help you more than it will help your opponent(s), even after foregoing a Gold (or other $6 buy) and despite the fact that each other player gets to use the Action card before you do.
I don't think it is an Attack, even if you put in a terrible card, because it effects you as well. I would echo the logic in Something_Smart's post from last week's contest about giving each player Snow, drawing an analogy to using Messenger's on-buy effect to give every player a Curse. When it affects the player playing the card the same as everyone else, it's not an attack. So dropping in a Remake would be a huge pain, but it would be a pain for everyone.
It would also be weird mechanically, as the card continues affecting the players throughout the game. If one player played a Moat at the exact moment that happened, would they remain unaffected for the rest of the game, while the other players kept using the Action? How would that be tracked? It seems counter-intuitive.
That being said, the case of a double Remake is a problem, and what I would not want is for a player who is losing to be able to just tank the game and make it so that no one will be able to do anything (or, if they have emptied one Supply pile, that their one Victory card in exile or on a mat will win out after everyone's deck is trashed and they slowly buy out the Curses and Coppers pile). The reason I did not want to do "may play" is that I wanted an option to be playing a harmful card that would hurt you less. But I may have to give that option up to prevent the card from being terrible.
Thanks for bringing this to my attention.Also I see no reason for this to stay in play; it can just trash itself upon play.
I took the parenthetical language directly from Hireling, which seems like the most mechanically similar card. Given that the card continues to do something at the start of every turn, it seems both consistent with the other game mechanics and practical for tracking purposes to have a card there.
Also, while I am still mulling over mathdude's suggestion that I limited it to one use per player per game, I certainly do not want there to be more than 10 cards playing each turn, which could be done if you pulled Birthright out of the trash with a Lurker, Graverobber, or Rogue.
At the start of each player's turn, that player plays the card you set aside.
When you buy this, set aside a non-Duration Action card from the Supply.
Each other player with 5 or more cards in hand sets aside the top card of their deck and a card from their hand that shares a type with it (or reveals they can't), then puts the set aside cards onto their deck in any order.
Billet
Project - $5
Once per turn, when you play an Action card, you may first play the set aside card.
Setup: Set aside an extra Kingdom card costing $3 or less.
I would change it to an on-gain trigger since Donald X. is moving from on-buy to on-gain.
Doesn't that just apply to cases where they are similar -- i.e., primarily to cases where a card just does something when it's bought/gained?
Here, the card cares about other cards being gained or bought, in which case it makes a large difference."Each other player gets +1 Worshipper" is almost strictly worse than "each other player may trash a card from their hand,"
I agree with the bigger point, but not with this part. You're using 'worse' as 'the bigger downside', i.e., 'the greater help for your opponent'. But trashing a card from your hand right now is often more useful than getting +1 Worshipper, and it may actually be more useful on average. Any draw-to-x effect, any 'discard your hand a and draw' effect, and menagerie would much rather trash immediately.
Oh, so you get to decide "I'll take the cards at positions #1, #3, and #8 from the top", but without looking at them?
(I know 'gains' is not the classically correct word, but it's simplest in this case and seems pretty unambiguous.)
To avoid misunderstandings: you are allowed to look through your draw pile and reveal 3 cards form that? Or draw pile and discard pile? Or draw pile and discard pile and hand?
I'd nerf the Peddler effect somehow and buff the token taking effect via allowing the player to take the tokens from all sections. This (partly) fixes the "Coffers only" issue that faust mentioned.
What do you mean with taking tokens from all sections?
Well, the current Musketeer only takes your tokens from one section of the mat. Segura's suggestion is to take the tokens from all of them instead.
Yes, I understand that. But what are the intended consequences?
Only allowing you to take tokens from one section of the mat at a time in a way punishes you for varying which section of the mat you add tokens to. Segura believes that this will result in players just stockpiling all their Musketeer tokens on the Coffers section and neglecting the other sections, and that allowing you to take tokens from every section would fix that. I agree with him there.
Is it really like that?
Imagine the following scenario: Early phase of a game with 3 players and each player already gained one Musketeer. On each section of the Musketeer mat is 1 token (starting condition).
Now player A plays their Musketeer. More often then not they will choose the Peddler option (i.e. they do not take any of the single tokens from the mat). Player A then adds a token to the mat. If Coffers are clearly more valuable than Villagers or Horses, they will add it to one of the latter sections, say Horses. Then player B plays their Musketeer. Again, it will be often better to use the Peddler option. Where does player B add the token? Villager section I would say. Now player C plays their Musketeer. It could be worth now to take the 2 Villagers (maybe they already had enough $ collected for their purchase). However, if player C doesn’t take any tokens from the mat, where do they add their token now?
In summary, if a certain type of token is clearly more valuable than the others (all of you think it is Coffers) then players will add tokens to the other sections of the mat. At a certain point, several Villagers or Horses should become more valuable than a single Coffers most of the time.
I'd nerf the Peddler effect somehow and buff the token taking effect via allowing the player to take the tokens from all sections. This (partly) fixes the "Coffers only" issue that faust mentioned.
What do you mean with taking tokens from all sections?
Well, the current Musketeer only takes your tokens from one section of the mat. Segura's suggestion is to take the tokens from all of them instead.
Yes, I understand that. But what are the intended consequences?
I'd nerf the Peddler effect somehow and buff the token taking effect via allowing the player to take the tokens from all sections. This (partly) fixes the "Coffers only" issue that faust mentioned.
What do you mean with taking tokens from all sections?
So you look through your deck
there aren't any duration treasures because there are things that trash treasures in play. Most people suggest adding "if this is in play at the start of your next turn,"
"you may Pass this to the player on your left" (i.e. gain to their hand). Then if you end the game this turn, they get +1VP. Otherwise, they at least have the option/choice to Pass it to the next person instead of keeping it for -2VP.
[Side note - my images appear to be huge, at least on my screen. Can someone give me advice on how to get them to a reasonable size? I downloaded file from shardofhonor's site, then uploaded to imgur and used the BBCode here]
[img width=250]something.png[/img]