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Weekly Design Contest / Re: Weekly Design Contest #137: From Whence It Came
« on: December 18, 2021, 09:42:14 am »
24 Hour Warning
Charlatan (Action, $5)This is obviously too good. It is two Labs vs something that is weaker than a Village (Coins and Buys evaporate when it is not your turn, Draw can be hurt by Militias).
+3 Cards
+1 Action
———
When you gain this, each other player may play an Action card from their hand.
Non-terminal big draw, but your opponents get to play a card for free, possibly improving their hand and/or attacking everyone. For clarity, cards are played in clockwise order.
There are edge cases where your opponents could actually do quite a lot on a Charlatan turn (e.g. if they have two King's Courts and a draw card in hand to kick off and they have gainers or Remodelers in their deck). But in general, yes, a lot of Action cards don't provide much value if played outside your turn.
Would it work better if it just gave +4 Cards instead, rather than the nonterminal card draw?
QuoteLooking Glass
$4 - Treasure - Command
Play a non-Command Treasure from the Supply, leaving it there.
Each other player may gain a copy of it.
In basic Kingdoms, Looking Glass offers you the flexibility of playing it as a Copper, Silver, or Gold, with the caveat that your opponents may choose to gain a copy of the emulated card. I think it will probably get played most often as a Silver, with players only needing to play it as a Gold to hit certain price points.
Looking Glass will be more interesting when there are Kingdom Treasures available e.g. Scepters and even Loan. There is a strong combo with Capital, but if opponents choose to gain Capitals, the pile will eventually empty and so players will no longer be able to exploit the interaction between Looking Glass and Capital. However, if it turns out to be broken, I suppose the card could be revised to have similar wording to the original Overlord in order to avoid that.
There is no cost restriction, so Looking Glass can be played as Platinum or Fortune; players would just need to assess whether they will benefit more than their opponents.
There is a danger of piles running low quickly in games with more than one Kingdom Treasure (or Capitalism games), but those situations should be rare.
I'm not really seeing a point where this card is a fun addition to a kingdom. Action - Commands make sense because of the versatility they provide; different actions are useful in different situations. With treasures, most of the differences between them are in how much $ they produce. A few have other utilities, but if they cost less than this you're just buying an expensive copy of the same card with a downside, and if they cost more you're giving your opponents a huge advantage, saving them a lot of $ and a buy to get a potentially powerful card.
You'd pretty much never want to copy a basic Treasure unless you're in the final turns of the game and you want to snatch the final few Victory cards before your opponents can use the big treasures you just handed them. There are a few obvious synergies in cards like Capital and Cache, but there are just as many anti-synergies with cards like Hoard, Quarry, Stash, and Ill-Gotten Gains. I think this would only be interesting with a very specific kingdom setup with at least two other Treasure piles from a very short list, and how often will that situation come up?
Charlatan (Action, $5)This is obviously too good. It is two Labs vs something that is weaker than a Village (Coins and Buys evaporate when it is not your turn, Draw can be hurt by Militias).
+3 Cards
+1 Action
———
When you gain this, each other player may play an Action card from their hand.
Non-terminal big draw, but your opponents get to play a card for free, possibly improving their hand and/or attacking everyone. For clarity, cards are played in clockwise order.
Looking Glass
$4 - Treasure - Command
Play a non-Command Treasure from the Supply, leaving it there.
Each other player may gain a copy of it.
Charnel House
$4 - Action
Trash a card from your hand. Draw until you have 6 cards in hand. If you did not draw any cards, +1 Action.
Heritage: Graveyard
Graveyard
$3 - Victory - Reaction - Heritage
1VP
-
When you trash a card, you may discard this for +1VP
That is a good point, but I am not sure how to properly resolve it. I wanted Fish to be a valid trash for benefit source that does not run out. Is it overly easy to abuse?
Edit: If you mean that this card can give a constant source of VP tokens with Tomb, I would say it is similar to any of the cards that pull things from the Trash (like Lurker) along with a Trasher. The Fish will be a more straight forward way to do this, but I would say that is an issue with Tomb more than anything. IDK, but thanks for the feedback.
The interaction with Tomb is just the equivalent of sticking "+1 VP" on each Fish. A nice bonus, but hardly game-warping
QuoteYoung Angler - $4
Action
+1 Card
+1 Action
You may discard a card. If it is an...
Action card, +1 Card
Fish card, +1 Card
Treasure card, gain 2 Fish
Victory card, +$1
(Heritage: Fishing Hole) QuoteFishing Hole - $3
Victory - Reaction - Heritage
1VP
----
When you discard this other than during Clean-up, you may reveal it to reveal the top 3 cards of the Fish pile. Gain 1 and trash the rest.
spineflu's Bromides (A Sparing Father, A Spending Son, Make Light Work, Look a Gift Horse, Reach for the Sky, Over the Moon, Tricks of the Trade)
Unlike Laws, Bromides are randomly selected from the set based on the number of players. In a 2-player game, there would be 3 available. As emtzalex pointed out early in the thread, have 3 to choose from in 2-player game will essentially only give the players a choice the first time they place their cube (e.g. Player 1 selects Bromide A, Player 2 then selects Bromide B, then Player 1 has no choice but to select Bromide C, and Player 2 has no choice but to select Bromide A, and so on). Tweaking the rule to using n+2 Bromides, where n is the number of players, would give the player an actual choice to make.
Bromides have an interesting feature whereby they give the active player a bonus and a different bonus to their opponents. In the case of a Spending Son and Make Light Work, the bonus that your opponents get is arguably better than what you get, so you need to be wise about whether your really need to take the +$1 or +1 Action. On the other hand, a well-timed Over the Moon might not give your opponent any advantage if their discard pile is empty, and the remaining Bromides generally have better bonuses for the active player than their opponents. It may mean that players will gravitate towards the latter ones.
I don't think giving the players a choice every time is a good idea - you're going to be stuck on your particular orbit through the bromides, and your opponents can plan for that. Otherwise the "better for your opponents than yourself" ones will never get picked; it's like randomly getting a dud Council Room draw.
It should be the opponent - thanks for pointing out the ambiguity. I will add “their choice” similar to how Torturer is worded.Quick question: who chooses whether the other players receive the next hex or discard a copy of the card gained? The wording is ambiguous currently.
There's probably some crazy combo with Sceptre, but you said to go big.
If you do this, you should technically add "(or reveals they can't)" after "discards a copy of it" to deal with accountability issues (see Villain).
When I first saw the card I presumed they had to discard the copy to avoid the Hex (akin to Mountebank). In that case the language should be: "Each other player may discard a copy of it. If they don’t, they receive the next Hex."
There's probably some crazy combo with Sceptre, but you said to go big.
Quick question: who chooses whether the other players receive the next hex or discard a copy of the card gained? The wording is ambiguous currently.
Okay so I don't know if this is allowed, but I made a similar concept called Traits with different rules than Laws, but I realized the card names/art and effect could easily reinterpreted to be laws. I don't have time to re-format these cards, so if you would oblige me, ignore the types on these cards and pretend they say laws. Naming-wise they are similar to your laws in the OP, but I agree they sound more like the names of policies than laws. The effects are also all intended to be significantly weaker, weaker than even one vanilla bonus per turn.
Logistically, there should be some way to identify Laws / Policies that go together. I mean as fan cards we don't *have* to, but imagine if this was ever in an official printed set; you'd want to quickly be able to identify all the Laws / Policies from the set you want to use, while only using one from each as a randomizer.
So maybe thematically, the laws in the OP could be the "type" of Law / Policy, with the actual individual Laws / Policies being more specific names. For example for Employment Law, you'd have "at-will", "unionized" etc...
Of course the issue with that is that's a lot of characters for the small diagonal... :/
But some way to group would make this feel more fleshed out, for me, at least.
This mechanic should add interest to the game if done right, but there's also the potential to take it away. It's a good challenge!
Firstly, I think I prefer to call them Policies, since they're a bit more open than laws. You can't really choose which law to obey, but you can follow different policies.
Secondly, I assume they will be included in games randomly along with WELPs, with one set being one of the recommended 2 landscapes?
Thirdly, I agree to 4 per set with one cube denial for 2 player and two for 3+.
In any case, some design observations:
- They add a bit of player interaction and more poignantly make each turn different, so they can move games away from exact mirrors.
- One player can get one effect at most every other turn.
- They should all be on the same power level, and each be relevant in every game (maybe one could get away with being niche), so the choosing is always interesting.
- Keep an eye on first player advantage. Effects that are strong early may be best made available on 2 or more Laws/Policies.
- Speaking of power level, they're free global effects. More positive effects will definitely speed the game up more, and negative slow it down. They could each have a positive and negative to them, but, they should probably be all positive, all negative or all mix, so there's no sting of all the positives being unavailable.
- Adding some kind of cost might often be necessary to open up a stronger positive effect without losing game balance.
- If effects are made to come in later game (e.g checking for empty Supply piles) the choosing aspect is lessened and an ideal game course can be set up.
- Effects requiring another mechanic to be present in order to work can be done if another one of the Laws/Policies makes it happen.
Oh boy, another new landscape. These are always the hardes to make good ones for. And aren't these just edicts with extra steps?
How many laws are set out per game? N + 1? All of them?
Question: if I made a set of laws concerning the playing of zombies, would I be able to include a 4th zombie from wdc 109, or would that count as reusing an entry?
Do you have a Custom Color you would prefer for us to use?
Laws are landscapes that come in sets of 3, and provide any effect that will apply to a player's turn.
The rules are as follows:
- Each player will have a wooden cube in their colour to track which Law will apply on their turn
- Starting on Turn 3, at the start of each player's turn, that player will place their wooden cube on one of the available Laws
- In a 2-player game, players cannot place their cube on a Law that already contains the other player's cube. In a game with 3-5 players, players cannot place their cube on a Law that already contains two cubes. In a game with 6 players, players cannot place their cube on a Law that already contains three cubes
- You must move your cube to a different Law at the start of your turn
I really like this concept, but I think there is a bit of an issue with this implementation. In a 2 player game, after Turn 3, no one gets to choose where their cube goes. At the start of each turn after that, there is (a) the Law your cube is on, (b) the Law your opponent's cube is on, and (c) the Law with no cube on it. Under these rules, your only "choice" is to move your cube to (c).
In a 5 player game, is be impossible to follow those rules in one situation. If at the start of your turn (after all the cubes are down) your cube is alone on a Law, that means that each other Law has 2 cubes on it. At that point, you either have to violate the rule that "In a game with 3-5 players, players cannot place their cube on a Law that already contains two cubes" or the rule that "You must move your cube to a different Law at the start of your turn" but you cannot follow both.
I don't immediately have a solution that I love for these. The most obvious would be to make it so there are 4 Laws in a set, but that seems like it might be too much. You could fix the issue with the 5 player game by allowing 3 cubes per Law, and just leave the 2 player rule, but it will make the mechanic play radically differently in 2 versus 3+ player games.
Thanks for the feedback.
Good catch on the lack of choice for 2-player games. I think you're right that the most obvious fix is to increase the number of Laws per set to 4, so that you have 2 Laws to choose from.
I think for the scenario in the 5-player game that you mentioned, perhaps the rule should be tweaked to say you must move "you must move your cube to a different Law at the start of your turn if you can"
Scaling this well based on the number of players is difficult, but I think Dominion already becomes a very different game at more than 3 players.
Another solution is to not outright forbid choosing the same law as the opponent, but instead make the player you copy gain a reward such as a Horse. Of course, this has its own complications regarding first player advantage.
At any rate, you are free to pretend Dominion is a 2-4 player game.