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Author Topic: Weekly Design Contests #1 - #100  (Read 1644702 times)

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NoMoreFun

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Re: Weekly Design Contest Thread
« Reply #6200 on: July 06, 2020, 05:44:42 am »
+4

So the contest turned out to be even more open ended than I intended.

I was hoping for designs that would get players to choose different paths to win the game (ie pursue different strategies from each other).

Instead there were quite a few entries that encouraged players to pursue a different strategy than usual, but would probably have the same effect on both players. This is ok as it opens up space for players to choose different paths; the goal of "more than one optimal strategy", but something like alt-VP wasn't what I had in mind for the competition.

I will try to account for this ambiguity in my judging but I won't necessarily succeed; don't be too disheartened if you don't end up doing well in this round.

Judgements

Rialto by Conman - Nice and simple and very much the sort of thing I had in mind. I have no idea how to play it strategically as ending up with Curse isn't necessarily that bad (on a board with +buys, it could be a nice late game gain), though I would probably rule it out. With a "crap terminal" it's still likely a better duchy that's interesting. I'd want to playtest.

Harbour by mandioca15 - Brutal, and it is quite likely to give one player too much of an advantage. The "gain" exemption is important and I think there's an idea here that would end up being more workable, but as is it won't lead to very fun games.

Investor by TP Inferno - I think this works - you have to put in a fair bit of effort to get to your unique card. I initially thought the sheer randomness of the Investment card would be a problem, but if you have a bad investment, then you wouldn't want to go for the Investor, and that makes it fair. A nice way of opening space, although I'm not sure about the cost or the alternate effect. Setup would also be quite cumbersome in IRL games (although in 2020 I am not going to penalise anything too much on that basis).

Shire by segura - Nice and simple and I could see this popping up in whatever expansion brings back landmarks. However I don't see this making for games where players diverge any more than usual - there will be a bit more of an emphasis on lower value VP cards (or alt VP if present) but I can still see players largely coming to the same conclusion on how to win the game.

Breakthrough et al. by spineflu - I like the concept and you clearly put in a lot of effort. The double potion cost is not easy to hit (a bit easier than treasure map, but not much easier) but the rewards are good, and the obvious effort you will need to put in to hit Breakthrough will make the other player think about whether they want to go for it or not, so it's hitting the contest objectives on two levels.

Land Grant by Carline - Basically gives players access to a victory card of their own one time. Good call on the debt cost as it's a persistent presence, and I like the cost varying with cubes mechanic, though there may be "open land grant" strategies that are unbeatable on some boards (haven't really gotten my head around the landmarks). Balance is going to be a nightmare and I commend you for the effort you put into creating Landmarks that would be great contest entries on their owm. One thing I can see happening is I think it will ironically encourage players to "steal" the land grant from players pursuing the strategy, but players being super aware of the strategies of their opponents and doing something different is the goal.

Monolith by Aquila - nice and simple and it would create very interesting gameplay in every mental scenario I can imagine with this in the kingdom.

Metalworker by Marpharos - this is a great idea, though the card is a bit weak as you need to line it up with a Treasure. A vanilla bonus (like Kiln) would be fine. Copper Alloy and Silver Charms are great, and Gold Token has a nice premise but I am very much not into hexes - if I was designing it I would do "When you play a Gold, gain a Horse" or "When you play a Gold, +1 Villager". I would be particularly interested in games where Silver Charms is the only buy.

Opera House by Something_Smart - I like the concept but it is way too strong early game. It would be good as a Prize or with buy restrictions that made it a late game card.

Royal Monopoly by grep - A nice Seaway variant if not for the Curse/Ruins patenting option, and on some boards it would also be too strong to patent Silver (i.e. if there are no other good sources of $). Indeed with a card like this I can see the value in the card designs that open up more space, as I can see this being used more to profit from patenting essential cards rather than carving out a niche.

Cordwainer by D782802859 - I don't see how this fits the challenge sorry. It's unlikely that a player would not opt for the free $4 as a way of getting to the(ir) ideal strategy earlier. The on play effect seems to lend itself to Big Money-Cordwainer.

Stamp by LibraryAdventurer - A lot going on here that I like. It's clearly a powerful card but what you do with it is highly variable.  What that might mean in practice is that you'd want to "win the Stamp Split" and then pivot as necessary to the best strategy from there, which probably isn't the ideal outcome. Still the individual ideas making up this card have me very captivated.

Animal Market by majiponi - I like this more than tribute, but it has some of the same issues regarding "feeling like being attacked". The tests for different decks are too random for it to really reflect a strategic difference between players. I am also not a fan of putting +buy behind an unpredictable effect - I would prefer it be a Market Square on play that sometimes gave you money.

*name by iompelutien - I did say everything qualifies. This is a neat little idea that I think is well reflected in official cards like Alliance, Hoard and Enclave; sacrifice point gains for maintaining (or even increasing) your deck quality as you green. An interesting choice.

Freemason by Fragasnap - Well this is interesting. You could win the split of these overpowered for their cost cards, but be hurt by that decision if you don't also secure the Grand Lodge. I think however the Grand Lodge variant is strong enough that the first freemason buyer would be tempted to open up the lodge with a Silver (or even Copper) the moment they see another player buy a Freemason, which would then be a risky play for them. My head is spinning thinking about this card but one thing is clear - both players would try to concoct the ideal Freemason related strategy and how the game plays out may come down to things like shuffle luck and first turn advantage more than divergent strategy. Still, a nice card.

Specialize by alion8me - First turn advantage looms large over this card. On many boards there will be a single ideal candidate for the +1 card token (eg a good cantrip) or +1 Action token (eg a terminal draw) and games will be decided by who can get to it first. It's a shame as there would be boards where this is a lot of fun and fit the idea behind the contest.

Reinforcements by pubby - This would be an interesting way of bringing less appreciated cards from the kingdom into the fold. $9 is the right cost as it's hard to spike early. I don't see this being good in a lot of games but I see it being very interesting nonetheless, and it encourages players to think early about what cards they want to have accessible later in the game.

Council Chamber by anordinaryman - I think the best thing about this card is it encourages all players not to overspecialise and use a variety of cards, both among themselves and between each other. It hovers over the board like a threat to any player who would spam a certain card. It seems fun.

Magic Book by grrgrrgr - On an engine board, a player can buy this and their opponent has the option to pivot back to money to overcome the advantage. It's only a sensible buy once the other player has a lot of actions and not many treasures, so late enough for its cheap cost not to matter so much. I could see the book sitting on the shelf in many games. However Lost Arts is a powerful enough engine enabler at any cost to make this interesting. I would only want this to appear in high skill games as a bad buy could be very costly.

Successor line by X-tra - Fits the competition as the very rough start on the traveller line means you will be "going for" this strategy rather than using it to enhance some other strategy, even if it makes sense for both players to "go for" it. Your deck turns to mush as your successors multiply and turn into more terminals and victory cards, but then it all pays off once you get to your Monarch and it turns out you have a big point advantage. I can see it leading to Successor/Estate/Duchy 3 pile endings. What I don't like is just how overwhelming it will be for your deck. There is some variety (eg adding in sifters, how you mix in provinces etc.) but Successor-BM is looking like the best way to make use of a successor deck - a "solo card" strategy where you get to play the benchmark the other player is measuring themselves against. Some nice ideas throughout however.

Results

Winner Land Grant by Carline
This wins the day for me above all for the sheer effort that went in. This card will create a very interactive game.

Runners Up: Monolith and Breakthrough
Monolith is a nice simple way to make the game more interesting while adding variety. Breakthrough was also quite interesting and had a lot of effort, but I think it ended up being more luck based than Land Grant which held it back.

Honourable Mention: Metalworker
Probably my favourite concept of the lot, but I couldn't look past the weakness of the card on play and my distaste for hexes.
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Carline

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Re: Weekly Design Contest Thread
« Reply #6201 on: July 06, 2020, 07:00:22 am »
+4

Winner Land Grant by Carline
This wins the day for me above all for the sheer effort that went in. This card will create a very interactive game.

Runners Up: Monolith and Breakthrough
Monolith is a nice simple way to make the game more interesting while adding variety. Breakthrough was also quite interesting and had a lot of effort, but I think it ended up being more luck based than Land Grant which held it back.

Honourable Mention: Metalworker
Probably my favourite concept of the lot, but I couldn't look past the weakness of the card on play and my distaste for hexes.

Thank you very much NoMoreFun! The credits for the mechanic of cost varying with cubes are to scolapasta, who once again suggested a great feature to improve my card. Thank you scolapasta! Also thanks to Aquila, Marpharos, Fragasnap and segura who help me with their comments. I love the way people help each other in this forum.
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Carline

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Re: Weekly Design Contest Thread
« Reply #6202 on: July 06, 2020, 07:32:35 am »
+3

Contest #80: More than a Phase

Create a card which can be played in more than one phase of the game
or
Create a card or card shaped thing which enables other cards to be played in more than one phase of the game


Examples of cards which can be played in more than one phase of the game: Crown, Werewolf, Caravan Guard, Black Cat, Sheepdog, Village Green, Falconer.

Examples of cards or card shaped things which enable other cards to be played in more than one phase of the game: Black Market, Storyteller, Scepter, Capitalism, Toil, Gamble, March.

The phases could be any phase of your turn or other players turn that already exists in the game. Create new phases is not allowed.

I’m here for any question. Good work for all, have fun!


Edit: Cards like Coin of the Realm that are put in play in more than one phase, despite not being exactly played, will be allowed.
« Last Edit: July 06, 2020, 01:22:42 pm by Carline »
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mandioca15

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Re: Weekly Design Contest Thread
« Reply #6203 on: July 06, 2020, 08:13:33 am »
+2

Guinea (Treasure, $3)

+$1
When you play this, you may play an Action card from your hand.

A Treasure version of Toil. Not sure if $3 is the right price for this, given that you can play any Treasures that your played Action puts into your hand.
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X-tra

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Re: Weekly Design Contest Thread
« Reply #6204 on: July 06, 2020, 08:59:54 am »
+1

Thanks for the in-dept thoughts NoMoreFun! Great competition last week, lotsa cool entries as usual. :)

Carline, question for this week's contest: Do you allow cards such as Coin of the Realm? As in, it's being played during your Buy phase, but is called from your Tavern Mat during your Action phase. Technically, calling a card isn't playing it, but it is in play after the call. So you'll have a Treasure card in play during your Action phase, an unusual scenario. So yeah, would Coin of the Realm work for this contest?
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spineflu

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Re: Weekly Design Contest Thread
« Reply #6205 on: July 06, 2020, 09:43:34 am »
+1


Quote
Alchemist's Guild • $2P • Action
+$1
Play a Treasure card from your hand (or reveal you can't).
If you have exactly 3 Treasures in play, trash one to gain a Prize; Otherwise, +1 Action and draw until you have 4 cards in hand.
Revisiting an entry from contest #40 (the good, non-boring half of my entry from that one). This time it's draw-to-x. This uses the same Prize pile from Tournament.
« Last Edit: July 06, 2020, 10:19:20 am by spineflu »
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Carline

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Re: Weekly Design Contest Thread
« Reply #6206 on: July 06, 2020, 11:55:46 am »
+2

Thanks for the in-dept thoughts NoMoreFun! Great competition last week, lotsa cool entries as usual. :)

Carline, question for this week's contest: Do you allow cards such as Coin of the Realm? As in, it's being played during your Buy phase, but is called from your Tavern Mat during your Action phase. Technically, calling a card isn't playing it, but it is in play after the call. So you'll have a Treasure card in play during your Action phase, an unusual scenario. So yeah, would Coin of the Realm work for this contest?

I think it's OK to include cards like Coin of the Realm that are put in play in more than one phase, despite not being exactly played. I'll edit the original post to add this information.
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scolapasta

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Re: Weekly Design Contest Thread
« Reply #6207 on: July 06, 2020, 02:15:23 pm »
+3

Thank you very much NoMoreFun! The credits for the mechanic of cost varying with cubes are to scolapasta, who once again suggested a great feature to improve my card. Thank you scolapasta! Also thanks to Aquila, Marpharos, Fragasnap and segura who help me with their comments. I love the way people help each other in this forum.

Congratulations! I'm just glad I could suggest something useful (as I also very much value the feedback myself, so happy to give back)

Well, this may be the closest I've come to a win! :)


« Last Edit: July 06, 2020, 02:34:48 pm by scolapasta »
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anordinaryman

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Re: Weekly Design Contest Thread
« Reply #6208 on: July 06, 2020, 04:13:59 pm »
+1



Quote
Pendant - $4 - Action - Treasure
+$1

You may play a card from your hand. If you don't, +$1 and you may trash this for +1 buy.

Pendant allows you to play any card from your hand. Sometimes you need to lower your hand-size and you can "play" a victory card; however there's no psuedo-trashing with this... the cleanup phase will take care of discarding those again. More likely, you're going to use it to play Treasures that are useful for your action phase (access to a Quarry could really help your Workshops). If you had terminal collision, you can always play an Action card during your buy phase. This even works for playing Night cards in a different phase: Maybe play your Devil's workshop early to gain golds, or hit hard with Raider and still play your Coppers.

These are quite situational based on the rest of the Kingdom. It won't always be useful. That's why there's a one-shot +buy effect in order to make this card have use. Though you can't get the +buy if you chose to play a card with Pendant.

open to feedback of course!
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anordinaryman

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Re: Weekly Design Contest Thread
« Reply #6209 on: July 06, 2020, 04:23:23 pm »
+2


Quote
Alchemist's Guild • $2P • Action
+$1
Play a Treasure card from your hand (or reveal you can't).
If you have exactly 3 Treasures in play, trash one to gain a Prize; Otherwise, +1 Action and draw until you have 4 cards in hand.
Revisiting an entry from contest #40 (the good, non-boring half of my entry from that one). This time it's draw-to-x. This uses the same Prize pile from Tournament.

I was going to critique this because it seems to compare so favorably to tournament. And I was confused why it costed a potion. Assuming you have a copper in a hand of 4 other cards (extremely likely for most of the game), this is basically +1card +1action +1money. It's like tournament but harder to block. Then, any subsequent plays of Alchemist Guild is like +2card +1action +1money -- insanely powerful. And all you have to do is buy a bunch of these, you don't need to spike Province, and that seemed imbalanced because it's easy to get a bunch of Tournaments. But now I realize, the Potion cost makes it much more difficult to get a bunch of these. That's why it has to cost a Potion. Very nice. This also doesn't gain a Prize to the top of the deck and it's terminal in that case.

So, I think this is really interesting and much closer to balanced that I first thought. My only thought is that once you gain a prize, you're just one Alchemist Guild away from another prize. That I don't love so much. I wonder if you could have Alchemist Guild self-trash to gain a prize (and maybe to top of deck) or have it discard all treasures in play?
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[TP] Inferno

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Re: Weekly Design Contest Thread
« Reply #6210 on: July 06, 2020, 06:35:46 pm »
0

Tenant
$4
Treasure-Reserve
$1
Put this on your Tavern mat.
-------
During your Action phase, you may call this, for +1 Card and +1 Action.

A bit more similar to Coin of the Realm. Lemme know if it needs tweaking.
« Last Edit: July 07, 2020, 06:29:24 pm by [TP] Inferno »
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LibraryAdventurer

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Re: Weekly Design Contest Thread
« Reply #6211 on: July 06, 2020, 06:51:36 pm »
+3

Tenant
$3
Action-Reserve
+1 Card
+1 Action
Put this on your Tavern mat.
-------
During your Buy phase, you may call this, for +$2 and +1 Buy.

A bit similar to Coin of the Realm. Lemme know if it needs to cost more or something.
Yes, a Grand Market that you can save for a later turn if you want should probably cost more...
« Last Edit: July 06, 2020, 06:52:41 pm by LibraryAdventurer »
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LordBaphomet

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Re: Weekly Design Contest Thread
« Reply #6212 on: July 06, 2020, 07:11:43 pm »
0



A card that builds up on the tavern mat, then discards itself for VP. Also taking suggestions for a name, if that's allowed.
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Re: Weekly Design Contest Thread
« Reply #6213 on: July 06, 2020, 08:30:54 pm »
0



A mini Tactician if you will. Had a crappy turn? Make up for that slack on a later turn! The reason why it's a Reserve card rather than a Duration one (getting the bonuses next turn instead) is because, first, it wouldn't work for the rules of this contest and second, because I want players to be able to hoard them on their Tavern mat should they want to aim for a mega-turn.

Design wise, I can think of 2 parameters that can be tweaked for Quiet Alleyway:
  • 1. Making it 4 cards or less (including this) instead of 3 for it to be eligible to be put on your Tavern mat.
  • 2. Dropping the "+1 Action" on the on-call effect.
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spineflu

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Re: Weekly Design Contest Thread
« Reply #6214 on: July 06, 2020, 08:59:44 pm »
0


Quote
Alchemist's Guild • $2P • Action
+$1
Play a Treasure card from your hand (or reveal you can't).
If you have exactly 3 Treasures in play, trash one to gain a Prize; Otherwise, +1 Action and draw until you have 4 cards in hand.
Revisiting an entry from contest #40 (the good, non-boring half of my entry from that one). This time it's draw-to-x. This uses the same Prize pile from Tournament.

I was going to critique this because it seems to compare so favorably to tournament. And I was confused why it costed a potion. Assuming you have a copper in a hand of 4 other cards (extremely likely for most of the game), this is basically +1card +1action +1money. It's like tournament but harder to block. Then, any subsequent plays of Alchemist Guild is like +2card +1action +1money -- insanely powerful. And all you have to do is buy a bunch of these, you don't need to spike Province, and that seemed imbalanced because it's easy to get a bunch of Tournaments. But now I realize, the Potion cost makes it much more difficult to get a bunch of these. That's why it has to cost a Potion. Very nice. This also doesn't gain a Prize to the top of the deck and it's terminal in that case.

So, I think this is really interesting and much closer to balanced that I first thought. My only thought is that once you gain a prize, you're just one Alchemist Guild away from another prize. That I don't love so much. I wonder if you could have Alchemist Guild self-trash to gain a prize (and maybe to top of deck) or have it discard all treasures in play?
This also cant do the Duchy piledriving that Tournament does; while you can stack them, that's going to require you having sufficient splitters around with which to stack them (since its singularly nonterminal) and once the prize pile is gone, its a trasher, not a point-gainer.

 I'm trying to keep the amount of things that it moves from in play to a single treasure, because otherwise overdrawing into those discarded treasures could happen and that seems much worse than letting you gain 2+ prizes in a row. Also the font size is getting pretty small already.

It does, however, love necropolis/way of the ox.

Lemme play with it, see if I can't fix that.
« Last Edit: July 07, 2020, 09:30:04 am by spineflu »
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alion8me

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Re: Weekly Design Contest Thread
« Reply #6215 on: July 06, 2020, 09:01:00 pm »
+7



Quote
Lunar Ritual

This turn, you may play Action cards as Night cards.
$3
Event

Old version had a cost of 3 Debt instead of $3
Older version had a cost of $4 instead of 3 Debt

It's like Mission, except for all the ways that it's not. Please tell me if you can see any broken combos; I know that a gainer + Villa/Calvary lets you Champion for a turn at the cost of $4 but I don't think that should be a problem because it is limited by the size of the Villa/Calvary pile, and I suspect that any case where this lets you drain the supply in a single turn already had that property without the presence of Lunar Ritual so long as Villa was the enabler. I would appreciate feedback on both this particular aspect and the card in general.





Also thank you to NoMoreFun and also the other people who commented on my last entry. I wanted to try salvaging the idea of the card somehow; I didn't manage to figure out how to by the deadline though. I agree with the comments about first player advantage but I'm not sure how to fix it without introducing other similar problems.



Guinea (Treasure, $3)

+$1
When you play this, you may play an Action card from your hand.

A Treasure version of Toil. Not sure if $3 is the right price for this, given that you can play any Treasures that your played Action puts into your hand.

Fun fact: this is identical to a card I have in my old files, down to the price (I never posted it anywhere though). It was called Affluent Village, and I wrote it up in early 2017 if the image's file date is to be believed. I later reused the name for the prize I submitted to the prize/prize gainer contest a while ago, although I changed it to be a gold that gave you +2 Actions and the Villa effect.

I think that this is better compared to a Village than Toil, because the power of Toil is that it always happens right when you need it to, whereas this has no such guarantee. Guinea ends up being like a non-duration Fishing Village that can't be drawn dead a lot of the time. This comparison makes me think that $3 is fine (I wouldn't be surprised if $2 was actually the correct price, given that Coin of the Realm feels better than this to me a significant portion of the time).




Quote
Alchemist's Guild • $2P • Action
+$1
Play a Treasure card from your hand (or reveal you can't).
If you have exactly 3 Treasures in play, trash one to gain a Prize; Otherwise, +1 Action and draw until you have 4 cards in hand.
Revisiting an entry from contest #40 (the good, non-boring half of my entry from that one). This time it's draw-to-x. This uses the same Prize pile from Tournament.

This is hard to analyze for me. Buying this for its primary effect feels not-great because it's like a worse Oasis from a 5-card hand and only really works if you have discard synergies, and even then draw-to-4 isn't great with most of them. It also seems like it would be very difficult to access the Prize using that sort of deck, so most of the time you want to gain Prizes with this you would be putting what are essentially coppers into your deck. This seems like a very hard sell to me due to how Potion cost cards play. I'm not really sure if this is how it works in practice but it feels very weak to me.



Tenant
$3
Action-Reserve
+1 Card
+1 Action
Put this on your Tavern mat.
-------
During your Buy phase, you may call this, for +$2 and +1 Buy.

A bit similar to Coin of the Realm. Lemme know if it needs to cost more or something.

This is a more flexible Grand Market for $3 unless you have thrones or a way to play Actions during your Buy phase. It either needs to cost way more or do far less (even if all it gave was a +$1 it would still have to cost $5 given the comparison with Baker).





A card that builds up on the tavern mat, then discards itself for VP. Also taking suggestions for a name, if that's allowed.

Why would you ever play this as an Action? If the intention is that you can only call it when it is not sideways, you should make that clearer.

If my above interpretation is correct, I don't think this is a very good card most of the time. I know this is a $3 and Groundskeeper is a $5, but this feels unbelievably weak in comparison. Unlike other types of cards (e.g. trashing, draw) where a bad version of it might be all you get in a given Kingdom, there is always a strong VP option in the form of Provinces. So, I don't see myself wanting to go for this a majority of the time because it takes a lot to setup and gives very little back in return.





A mini Tactician if you will. Had a crappy turn? Make up for that slack on a later turn! The reason why it's a Reserve card rather than a Duration one (getting the bonuses next turn instead) is because, first, it wouldn't work for the rules of this contest and second, because I want players to be able to hoard them on their Tavern mat should they want to aim for a mega-turn.

Design wise, I can think of 2 parameters that can be tweaked for Quiet Alleyway:
  • 1. Making it 4 cards or less (including this) instead of 3 for it to be eligible to be put on your Tavern mat.
  • 2. Dropping the "+1 Action" on the on-call effect.

That's cute. I wish it only counted Action cards, but counted less of them or something because as is this is only good in the sloggiest of games. Alternatively, it could give you a better benefit instead, to make throwing away your turn more worthwhile.
« Last Edit: July 09, 2020, 08:43:58 pm by alion8me »
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spineflu

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Re: Weekly Design Contest Thread
« Reply #6216 on: July 06, 2020, 09:09:11 pm »
0


Quote
Alchemist's Guild • $2P • Action
+$1
Play a Treasure card from your hand (or reveal you can't).
If you have exactly 3 Treasures in play, trash one to gain a Prize; Otherwise, +1 Action and draw until you have 4 cards in hand.
Revisiting an entry from contest #40 (the good, non-boring half of my entry from that one). This time it's draw-to-x. This uses the same Prize pile from Tournament.

This is hard to analyze for me. Buying this for its primary effect feels not-great because it's like a worse Oasis from a 5-card hand and only really works if you have discard synergies, and even then draw-to-4 isn't great with most of them. It also seems like it would be very difficult to access the Prize using that sort of deck, so most of the time you want to gain Prizes with this you would be putting what are essentially coppers into your deck. This seems like a very hard sell to me due to how Potion cost cards play. I'm not really sure if this is how it works in practice but it feels very weak to me.
It's Peddler+-strength, not Oasis; you arent losing out on the Treasure you play. anordinaryman's got a better read on it upthread. It works enginewise kind of in the opposite fashion as most engine cards - those choke if you've got closer to 50/50 treasure/action, this excels.
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alion8me

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Re: Weekly Design Contest Thread
« Reply #6217 on: July 06, 2020, 09:28:45 pm »
0


Quote
Alchemist's Guild • $2P • Action
+$1
Play a Treasure card from your hand (or reveal you can't).
If you have exactly 3 Treasures in play, trash one to gain a Prize; Otherwise, +1 Action and draw until you have 4 cards in hand.
Revisiting an entry from contest #40 (the good, non-boring half of my entry from that one). This time it's draw-to-x. This uses the same Prize pile from Tournament.

This is hard to analyze for me. Buying this for its primary effect feels not-great because it's like a worse Oasis from a 5-card hand and only really works if you have discard synergies, and even then draw-to-4 isn't great with most of them. It also seems like it would be very difficult to access the Prize using that sort of deck, so most of the time you want to gain Prizes with this you would be putting what are essentially coppers into your deck. This seems like a very hard sell to me due to how Potion cost cards play. I'm not really sure if this is how it works in practice but it feels very weak to me.
It's Peddler+-strength, not Oasis; you arent losing out on the Treasure you play. anordinaryman's got a better read on it upthread. It works enginewise kind of in the opposite fashion as most engine cards - those choke if you've got closer to 50/50 treasure/action, this excels.

You're right - this is quite a bit better than what I thought. I'm still not sold on the strength of using it to gain prizes though. Maybe the point is to make it harder to spam, but the potion cost already takes care of that.
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D782802859

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Re: Weekly Design Contest Thread
« Reply #6218 on: July 06, 2020, 09:34:02 pm »
+3



A small Scholar that can be saved for later if you don't need it. Not quite sure on the price tag but I don't think it's a good 4.
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Re: Weekly Design Contest Thread
« Reply #6219 on: July 06, 2020, 11:01:08 pm »
0

If you've seen my expansion, you know I like cards that use ruins in new ways...
It is kind of defends against it's own attack, but it doesn't make ruins good enough to actually be worth keeping your deck, so I think that's okay.

Quote
Mummy
- Action/Treasure/Attack/Looter
+.
If it's your action phase, each other player gains a ruins.
If it's your buy phase, set aside up to 3 actions cards costing less than $3 from your hand and play them at the start of your next turn
.

(Do you think this needs the Duration type too?)
« Last Edit: July 06, 2020, 11:08:53 pm by LibraryAdventurer »
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Re: Weekly Design Contest Thread
« Reply #6220 on: July 07, 2020, 12:29:54 am »
0

Tenant
$3
Action-Reserve
+1 Card
+1 Action
Put this on your Tavern mat.
-------
During your Buy phase, you may call this, for +$2 and +1 Buy.

A bit similar to Coin of the Realm. Lemme know if it needs to cost more or something.
Yes, a Grand Market that you can save for a later turn if you want should probably cost more...
Oh. Oops. Didn't see that. I'll modify the card later to make it more balanced.
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stechafle

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Re: Weekly Design Contest Thread
« Reply #6221 on: July 07, 2020, 08:26:41 am »
+3

Vespers
If it’s your Night phase, trash your hand.
Otherwise, +2 Actions.
$2 Action Night

A Chapel that can be a Necropolis. The trashing is less flexible than Chapel so I think it can cost $2 still. Vespers is a church service occurring at 6pm.
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Re: Weekly Design Contest Thread
« Reply #6222 on: July 07, 2020, 09:37:19 am »
0

If you've seen my expansion, you know I like cards that use ruins in new ways...
It is kind of defends against it's own attack, but it doesn't make ruins good enough to actually be worth keeping your deck, so I think that's okay.

Quote
Mummy
- Action/Treasure/Attack/Looter
+.
If it's your action phase, each other player gains a ruins.
If it's your buy phase, set aside up to 3 actions cards costing less than $3 from your hand and play them at the start of your next turn
.

(Do you think this needs the Duration type too?)
Maybe, but I think this is also pretty close functionally to Prince and that doesn't have the Duration type so you'd probably be fine either way.
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Re: Weekly Design Contest Thread
« Reply #6223 on: July 07, 2020, 09:53:00 am »
+3

Guinea (Treasure, $3)

+$1
When you play this, you may play an Action card from your hand.


This is very weak, it effectively ends up as a worse version of +$1 +2 Actions, making it almost always worse than Squire for a higher cost.

Quote
Alchemist's Guild • $2P • Action
+$1
Play a Treasure card from your hand (or reveal you can't).
If you have exactly 3 Treasures in play, trash one to gain a Prize; Otherwise, +1 Action and draw until you have 4 cards in hand.

I'm not sure this is great, the Potion cost makes it very hard to get 3 and you need 3 for that prize. I would suggest slightly bumping the strength of the on-play when it doesn't gain you a prize. Tournament is a useful card even when it isn't gaining you a prize.

Quote
Pendant - $4 - Action - Treasure
+$1

You may play a card from your hand. If you don't, +$1 and you may trash this for +1 buy.

As-worded, you can play victory cards and curses, which leads to confusion. Aside from that, it's also a Silver+ for 4, leaving no reason to buy silver over this in most cases.

Tenant
$4
Treasure-Reserve
+1 Buy
Put this on your Tavern mat.
-------
During your Action phase, you may call this, for +2 Cards.

This is best compared to Caravan, which it compares well to. Less benefit on the current turn, but more next turn. However, you can easily save these up for single giant megaturns and that seems like a problem. Being able to draw 4+ cards whenever is a bit crazy I think.



This has no reason to also be an action, like said previously in the thread. Maybe if played as an action it lets you put other cards on the tavern mat sideways? With that, it has somewhat of a utility function, as well as being better overall better.



I agree that extending the cards played to 4 would make this more interesting and generally more feasible to pull off without harming yourself too much.
 
Quote
Lunar Ritual

This turn, you may play Action cards as Night cards.

$4
Event

A wording like "You may play actions during the Night phase this turn" would help with clarity, but otherwise this is pretty interesting. Nicely done.

Quote
Mummy
- Action/Treasure/Attack/Looter
+.
If it's your action phase, each other player gains a ruins.
If it's your buy phase, set aside up to 3 actions cards costing less than $3 from your hand and play them at the start of your next turn
.

I think this should be a duration, Prince sets itself aside, which is why it isn't a duration, while this can be assumed to stay in play. The attack is so weak that I honestly see no reason to not just use the useful utility function of the buy phase ability.

Vespers
If it’s your Night phase, trash your hand.
Otherwise, +2 Actions.
$2 Action Night

This usually just plays the same as Chapel. You rarely aren't trashing your whole hand with Chapel and a Necropolis isn't that good. The only place where it diverges is that it's bonkers with draw, meaning it's also probably overly strong.
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spineflu

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Re: Weekly Design Contest Thread
« Reply #6224 on: July 07, 2020, 10:19:13 am »
0

Quote
Alchemist's Guild • $2P • Action
+$1
Play a Treasure card from your hand (or reveal you can't).
If you have exactly 3 Treasures in play, trash one to gain a Prize; Otherwise, +1 Action and draw until you have 4 cards in hand.

I'm not sure this is great, the Potion cost makes it very hard to get 3 and you need 3 for that prize. I would suggest slightly bumping the strength of the on-play when it doesn't gain you a prize. Tournament is a useful card even when it isn't gaining you a prize.
Tournament isn't useful when it's getting blocked. This does not get blocked.
Still, your point about having 3 to Prize is a good one - in 4+ player, that'll be tough to do.
Also, for those who think nonterminal draw-to-x isn't good, I encourage you to really go in on Cursed Villages as your draw card in a game. It's extremely good, especially when you can dump some chaff in between plays (oasis, lurker, etc).
Also revised anordinaryman's point about double prizing
v0.21:

Quote
Alchemist's Guild • $2P • Action
+$1
Play a Treasure card from your hand (or reveal you can't).

If you have 2 or more Treasures in play and you haven't gained a Prize yet this game, gain a Prize.

Otherwise, +1 Action and draw until you have 4 cards in hand.

revisions:
• dropped the treasure threshold to 2
• no more moving treasures
• once-per-game prizing (still terminal when gaining a prize)
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