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Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 11, 2020, 08:53:05 pm »
I don’t get why this needs new keywords. Simply use gain, keep the once per turn clause and explicitly make it a non-Supply card.
Yeah, I'm still on board team "non supply and gain". I get that won't work with the cards being yours and set aside at the start of the game. But it begs the question, why?
Can you gain a card you already own?
I don't get the "non supply" part. The Equipment cards are non-Supply cards and are accordingly designed. Like Heirlooms, they have no own pile, therefore no cost*, and no (This is not in the Supply.).
I'm glad my other suggesting might work for you.
To be clear with the above, what I (and I assume @segura) was suggesting was that players don't already own Equipment and that they are non supply piles.
My goal was to help accomplish the goals you want with the Equipment mechanic within the confines of standards that already exist. i.e. trying to minimize the # of new rules ("take" owning cards at the beginning that are set aside, etc).
I really appreciate your work and help in improving my cards. Please don't get me wrong.
I have prepared a version with your suggested wording (left) and posted the previous version to the right, just for a better comparison, text wise and aesthetic-wise:![]()
What do you guys/gals think about that?
The Equipment cards are a great idea!I like how the Equipment and their associated cards interact with each other, while both of them can still be played individually, as gaining the Equipment can be gained without its associated card.
I do not know the Nocturne rules good enough, so I may ask a question: Has every turn in Dominion theoretically a Night Phase? Otherwise, you could set aside junk cards with Observatory and they would stay their until the end of the game, if you choose to not have any Night cards, right?
This is strictly better than Feast and by a lot. I know Feast isn't completely relevant anymore, but it was removed for being boring, not weak. This fixes why Feast is boring in a way that makes it much stronger, especially at a lower price. I think it needs more restrictions.
It also compares very favorably to Improve.
Yup, totally should. I'll correct it.
I think this should clarify "the player to your left chooses one for you to receive:"
The way Lost In The Woods works is that only one person can have it at a time and it gets passed around, meaning it functions like Artifacts from Renaissance. The rest of the states can be held by multiple people.A note here is that these states should not be like Lost in the Woods, because that's basically an Artifact. It should have a copy for each player.
Can you specify that more?