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Weekly Design Contest / Re: Weekly Design Contest #192: Weird Diplomacy
« on: July 17, 2023, 11:14:53 pm »Quote
Charmer
$2P - Action - Liaison
+3 Cards
You may trash a Potion from your hand for +1 Card and +4 Favors.
Charmer
$2P - Action - Liaison
+3 Cards
You may trash a Potion from your hand for +1 Card and +4 Favors.
UnderwriterI think that this is far too strong. Also 4 jobs are too much for a card, often 3 are already dubious.
$4
Action - Liaison
+2 Cards
+1 Buy
Choose one: Exile a card from your hand or +1 Favor per card type you have in Exile.
Wind Chime
$1 - Treasure
$1
-
When you gain or trash this, +2 Cards, +1 Buy, discard 2 cards, and if it's your Buy phase return to your Action phase.
Tycoon
Action - Duration
$4
Trash a card from your hand. Look at one card from the top of your deck per $1 the trashed card cost. You may set aside a revealed Action card under this. If you did at the start of your next turn play it twice. Discard the other cards or put them back in any order.
Notes
- Has synergy with a whole host of things, can help Treasure Maps find each other, help set up draw for Torturer, etc.
- I found this quite a difficult challenge. When refining ideas often one letter will change. It does make you think so it is a good theme.
- Unsure if this should cost 5 or if it can get away with being a 4. I am erring towards the latter.
I think that card technically starts with an A for Action
Tithe Collector
$4 - Action - Attack
Each player with 5 or more cards in hand trashes a Treasure from it (or reveals they can’t). If anyone trashed a Copper this turn, +$3.
Locksmith
$5 - Action - Attack
+3 Cards
+1 Buy
Each player with 5 or more cards in hand Exiles a card from their hand. You may put a card you have in Exile into your hand.
Honestly, I'm surprised this hasn't been done before, considering Plaza is a thing.
You may play a Treasure from your hand; each time it would give you +$ this turn, you get +Actions instead.
Atlas
$4 - Treasure - Victory
Reveal your hand for +$1 per differently named Victory card you have there or in play.
-
Worth 1VP per 2 differently named Treasures you have (round down).
Procurement
$5 - Night - Duration
At the start of your next turn, trash this and 3 Loots from their pile, then gain a Loot from the trash and play it.
Guildry Symbol
$7* - Treasure - Loot
$3
+1 Buy
This turn, when you gain a card, you may pay $1 for +1 Buy.
Frontier
$7 - Victory - Reaction
4 VP
-
When another player gains a card, you may discard this from your hand, to gain a card costing less than that card.
A vanilla Reaction! Can be a Copper or a Loot! Can protect you against junkers! Lets you buy a Grand Market using Coppers! Is this a good idea? Who knows! (though Hovel does already come close)
Update: use exchange mechanics [original]
Atlas
$4 - Treasure - Victory
Reveal your hand.
+$1 per differently named Victory card revealed.
-
Worth 1VP per 2 differently named Treasures you have (round down).
edit #1: excluded durations
edit #2: added +2 buys
I don’t see why this needs a non-Duration restriction. The card does not seem like a powerhouse so it might also be OK at $3. Crypt might be a rough benchmark: does not provide extra virtual Actions like this does but it keeps the stuff you don’t want out of your deck for some time.
Overall it looks like a cool splitter.
How about avoiding the negative?
"At the start of Clean-up, you may reveal a Curse from your hand. If you do, at the start of your next turn, +1 Action and put this into your hand. Otherwise, each other player gains a Curse."
Initiate
$5 - Action - Duration - Attack
+1 Card
At the start of Clean-up, you may reveal a Curse from your hand. If you do not, each other player gains a Curse. Otherwise, at the start of your next turn, +1 Action and put this into your hand.
I brought up the comparison for its powerlevel; I agree the cards are not similar.Last time I checked, Peddler is worse than Lab.
Using this on a Copper is 1$ better than Storyteller, and storyeller is a medium strength 5$. And you use Storyteller on Copper all the time.
Local stable $4
Action
+1 action
Play up to 3 treasure. +1 card per treasure played this way
-
In games using this, whenever an player gains an victory card, they gain an copper.
Might look strong, but it is an conditional libary, with some potential upside.
I assume it's supposed to be "play up to 3 Treasures from your hand?"
Even though it sounds like it means the same thing, I believe that "In games using this, when you discard an Action, if you don't have a copy of it in play, you may play it" would check the condition when you'd potentially play the cards rather than when you discard them.No, I had intended for them to be resolved separately, 1 at a time (which would prevent doubling up on the same action). I’m not sure how to reword it to reflect that though.Is it intentional that if you discard 2 of the same Action you don't have copies of in play, you can play both of them, since you had no copies in play when they were discarded?
Forsaken City
Action ($3)
+2 Cards
Discard 2 cards.
---
In games using this, when you discard an Action you don't have a copy of in play other than during Clean-up, you may reveal it to play it.
... If anyone has a different wording to get the same idea across, that would be greatly appreciated (since I know the current one is a little long).