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Weekly Design Contest / Re: Weekly Design Contest Thread
« on: February 08, 2020, 11:50:23 am »

Workers are piles of cards with 5 cards in them each, and are another type of card-shaped thing, along with events, projects, and landmarks, and are randomized with them. When you buy a copy of a Worker, it goes in front of you. At any point during your action phase, you can tap, or turn sideways, a worker to receive the effect on the card. You can only tap a worker once per turn, even if it is untapped. During the Cleanup phase, you return all tapped Workers to their pile. Scribe should say "When you buy this," by the time I noticed, it was too late to change.

Variants and Fan Cards / Re: Odyssey: A 30 Cards Fan Set in Need of Input
« on: January 25, 2020, 02:17:26 pm »
Architect: This is way too weak. It's slow, not a good trasher, and not a good gainer of VP. Definitely not a 5.
Arsenal: Fine, and an interesting variation on durations. Probably a bit too strong, especially in money.
Bar: Fine, but boring. There's some first player advantage, but not enough to matter much.
Bushfire: There's way too much potential to trash the other player's entire hand every turn. The gaining stops that slightly, but not enough to make it not a problem. Even without that it's too harsh.
Cardinal: Strictly worse than the already weak Great Hall.
Carpenter: Not sure what you're trying to do here, but this would be a meh 2.
Chalice: Vanilla +1 Card isn't an advisable bonus. Receive isn't a Dominion term, you need to say gain. This is significantly worse than Watchtower with no upside.
Commander: This is almost identical to Oracle.
Crook: Knights that cost 4. Knights are already a strong attack, and this is only a slightly worse version, at least in the late game. It's awful early, too, since it thins for your opponent.
Devil's Pact: Self-cursing isn't enjoyed by most players unless the card lets you use the curse. I really like the idea, though.
Fence: I don't know what's going on with this card, but it seems confusing and weak. Also, strictly worse tan watchtower unless you really need the copper for some reason.
Haunted Treasure: Fine, but boring. Also, thoughts on the Buy type. The name may cause confusion and it doesn't really seem to be doing much as a type, since it doesn't change most of the cards it's on by a lot. This can't be gained except buying by most gainers, for example.
Lock: Dead without money actions, since it doesn't allow playing treasures.
Missionary: Why is the curse clause there? It seems strange. This is a weird card, but is too close to being a better superlab, an superlab is bad enough.
Possessed Witch: Does this stay in play? Its unclear. Also, I don't think it needs the Reaction type.
Promising Lands: This doesn't interact that well or interestingly with Clearing, especially since you can't play both.
Redistribution: This is just confusingly phrased and doesn't work with the rules that well.
Refractory Gold: Fine, a bit bland.
Riverbed Village: Weak and really boring. This is a 4.
Sarcophagus: Remove the curse part and this becomes pretty interesting.
Scrapyard: The pileout ability is scary. Very strong in Money if the other player went engine, and vice versa, so that's actually pretty interesting.
Shoppers: Needs to be rephrased, the +buy goes over the line. The idea is there, and it's decent.
Slaves: Again, it doesn't do anything unique with the Buy type. The card itself is fine enough, but I wish it was more unique.
Stray Cat: I really like this. Does the player to your left get the card on their tavern mat, or does it just go to their deck?
Town Center: There's probably a more interesting card to put the effect on, but a good concept.
Trap: It needs to do more for the player who plays it, maybe make it a treasure worth 1 or 2, but the idea is excellent. It's like a better Embargo.
Vigilante: Shouldn't be a 5, and is too easily a Necropolis for 5.
Witch Hunt: Definitely does a lot more with the Buy typing, and is a cool alt-vp source.
Wonder: Smaller Warehouse with vp isn't a 6. This isn't strong enough.
Some good concepts, but there isn't a lot of cohesion and the Buy type isn't really used. Some of the cards are pretty great, even if some need work. Stray Cat is definitely my favorite.

Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 23, 2020, 03:53:34 pm »

Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 16, 2020, 08:04:02 am »

Note that it specifies card, not just action, meaning it can be used on any playable card.

Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 11, 2020, 07:18:45 am »

This isn't strong enough considering it doesn't do anything for a while.

Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 06, 2020, 08:56:38 pm »
Cost: $4
+1 Buy
You may spend up to three Buys. Gain a card costing up to $4 once per Buy spent.

Feedback / Re: Qvist 2019 Questions
« on: December 28, 2019, 07:50:52 am »

Feedback / Qvist 2019 Questions
« on: December 26, 2019, 03:32:12 pm »
Does anyone know when the Qvist 2019 Ranking will be, and if so, where I can submit rankings? I might just be an idiot who missed it, though.

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