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Author Topic: Weekly Design Contests #1 - #100  (Read 1639818 times)

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faust

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Re: Weekly Design Contest Thread
« Reply #725 on: November 19, 2018, 05:20:40 am »
+1

Archaeologist
Type: Action
Cost: $6

+3 Cards

You may return an Excavation Piece from your hand to the Excavation Piece pile. If you do: +1 Card +1 Action, else: gain an Excavation Piece from the Excavation Piece pile.

Excavation Piece
Type: Treasure/Victory
Cost: $0*
$1
0 VP
--
When scoring: If you have 1/2/3/4/5/6/7/8 Excavation Pieces, you get 1/2/3/5/8/13/21/34 VP.
(This is not in the supply.)

There are only 8 Excavation Pieces in the game.
I like this, it reminds me of Wild Hunt, but has a different twist. I'm not sure if the Excavation pieces really also need to be Coppers. And they probably do not need to say "0 VP". I would find it hilarious if they read "Worth ((1 + sqrt(5))^n - (1 -sqrt(5))^n)/(2^n sqrt(5)) VP, where n is the number of Excavation pieces you have".
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faust

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Re: Weekly Design Contest Thread
« Reply #726 on: November 19, 2018, 05:26:50 am »
0

Yes, but it's historically accurate!
Then of course it goes nicely with the Witches, Bridge Trolls, Pixies and neatly dressed Groundskeepers.
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hypercube

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Re: Weekly Design Contest Thread
« Reply #727 on: November 19, 2018, 06:00:05 am »
+7

 
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Commodore Chuckles

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Re: Weekly Design Contest Thread
« Reply #728 on: November 19, 2018, 10:53:19 am »
+2

 

Niiiiiiiice, I really like this one. And I see what you did there with the on-trash.
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faust

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Re: Weekly Design Contest Thread
« Reply #729 on: November 19, 2018, 11:18:48 am »
0

Oak-Acorn seems too strong. With deck-drawing, it's an activated Conspirator (with an additional option). And if you don't draw your Acorn the same turn, this is still a better outcome than not activating your Conspirator.
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hypercube

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Re: Weekly Design Contest Thread
« Reply #730 on: November 19, 2018, 02:16:10 pm »
0

Oak-Acorn seems too strong. With deck-drawing, it's an activated Conspirator (with an additional option). And if you don't draw your Acorn the same turn, this is still a better outcome than not activating your Conspirator.

I like it costing $4 with the slowness hopefully providing enough of a drawback to put it on the Conspirator–Vassal–Peddler power level. I'm open to suggestions as to how to make it a bit slower.
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King Leon

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Re: Weekly Design Contest Thread
« Reply #731 on: November 19, 2018, 02:29:45 pm »
0

Archaeologist
Type: Action
Cost: $6

+3 Cards

You may return an Excavation Piece from your hand to the Excavation Piece pile. If you do: +1 Card +1 Action, else: gain an Excavation Piece from the Excavation Piece pile.

Excavation Piece
Type: Treasure/Victory
Cost: $0*
$1
0 VP
--
When scoring: If you have 1/2/3/4/5/6/7/8 Excavation Pieces, you get 1/2/3/5/8/13/21/34 VP.
(This is not in the supply.)

There are only 8 Excavation Pieces in the game.
I like this, it reminds me of Wild Hunt, but has a different twist. I'm not sure if the Excavation pieces really also need to be Coppers. And they probably do not need to say "0 VP". I would find it hilarious if they read "Worth ((1 + sqrt(5))^n - (1 -sqrt(5))^n)/(2^n sqrt(5)) VP, where n is the number of Excavation pieces you have".

Overgrown Estate also has 0 VP and I added this, to avoid confusion. You only count the VP for Excavation Pieces once and not per card.

Your function has a complex value for a non-integer number of cards. You could also present it as a continued fraction.
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Chappy7

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Re: Weekly Design Contest Thread
« Reply #732 on: November 19, 2018, 03:47:57 pm »
+1


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NoMoreFun

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Re: Weekly Design Contest Thread
« Reply #733 on: November 20, 2018, 12:50:36 am »
0

Consorts
Action - $5
Set aside any number of Actions from your hand. If you set aside:
2+ - Play them all in any order
1 - Play it twice
0 - Gain a Royal Favour from its pile

Royal Favour
Action - $0*
+1 Card
You may set this aside to play an Action from your hand 3 times. Return this to the Royal Favour pile when you that action leaves play.
« Last Edit: November 20, 2018, 01:18:15 am by NoMoreFun »
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artless

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Re: Weekly Design Contest Thread
« Reply #734 on: November 20, 2018, 06:11:31 am »
+2

Lunatic
$4
+2 Cards
Trash a card from your hand.
---
When you trash this, gain a Conjurator

Conjurator
$4*
Play a face up, non-Duration Action card from the trash twice, leaving it there and turning it face down for the turn.
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spiralstaircase

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Re: Weekly Design Contest Thread
« Reply #735 on: November 20, 2018, 06:15:39 am »
+1



Quote
Plotter
Types: Action
Cost: $3
+1 Card
+1 Villager per Plotter you have in play (counting this)
You may spend 5 Villagers and trash this to gain a Gunpowder Plot.

Gunpowder Plot
Types: Night
Cost: $0*
+1 Buy
Trash this. If you do:
Return to your Action Phase.  Until the end of your turn, if you play an action, trash it.  Play each action you have in play.
(This is not in the supply)

CLARIFICATION: You don't get the actions from the Villagers you spend to gain a Gunpowder Plot.

The OP version of this card always gave you one villager.
« Last Edit: November 23, 2018, 05:40:47 am by spiralstaircase »
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Watno

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Re: Weekly Design Contest Thread
« Reply #736 on: November 20, 2018, 12:58:36 pm »
0



Thereare 30 copies of Witch Bottle.
« Last Edit: November 20, 2018, 02:18:32 pm by Watno »
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Gubump

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Re: Weekly Design Contest Thread
« Reply #737 on: November 20, 2018, 02:14:28 pm »
+1



Thereare 30 copies of Witch Bottle.

Superstitious Witch should be an Attack card.
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Watno

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Re: Weekly Design Contest Thread
« Reply #738 on: November 20, 2018, 02:18:45 pm »
0

fixed
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Holunder9

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Re: Weekly Design Contest Thread
« Reply #739 on: November 20, 2018, 02:53:42 pm »
0



Quote
Plotter
Types: Action
Cost: $3
+1 Card
+1 Villager
You may spend 5 Villagers and trash this to gain a Gunpowder Plot.

Gunpowder Plot
Types: Night
Cost: $0*
+1 Buy
Trash this. If you do:
Return to your Action Phase.  Until the end of your turn, if you play an action, trash it.  Play each action you have in play.
(This is not in the supply)

CLARIFICATION: You don't get the actions from the Villagers you spend to gain a Gunpowder Plot.
Asper already pointed out with a similar card that having to play a Ruined Library several times is a pretty harsh cost. The megaturn Night card is interesting but too narrow for my taste. If you time it badly you destroy your entire deck.
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Commodore Chuckles

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Re: Weekly Design Contest Thread
« Reply #740 on: November 20, 2018, 06:00:34 pm »
0

The megaturn Night card is interesting but too narrow for my taste. If you time it badly you destroy your entire deck.

That's what happens when you play with Bombs.
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4est

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Re: Weekly Design Contest Thread
« Reply #741 on: November 20, 2018, 07:08:50 pm »
+4



Here's my entry: Treaty and Domain.  Treaty is a terminal, one-card trasher that especially loves trashing Estates in the early game, and then later, you can win a Domain from your Treaty.  Domain is 5 VP all together, though just 3 VP if you trash it later, which you probably will.  Trashing a Domain with Treaty gains you a Silver and a Gold to hand, yeeha--hopefully you still have some Coppers left to win that next Domain.  This makes for a fun minigame to try and churn through the Domains, though you'll need some extra help to keep lining up your Treaties with trash targets and the needed treasures to activate.  There are eight Domains in a two-player game, otherwise there are twelve.

*Edit: Adjusted Treaty's price from $3 to $4.
« Last Edit: November 21, 2018, 10:56:50 pm by 4est »
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MrHiTech

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Re: Weekly Design Contest Thread
« Reply #742 on: November 20, 2018, 07:54:57 pm »
0

Allies are a sideways card type. They go in your sideways deck, and start in the supply. When you buy an Ally, it goes in front of you, like an Artifact, and you benefit from it while it’s in front of you. Another player can buy an Ally from in front of you, and then they put it in front of them. There is only one copy of each Ally.
Quote
Painter (Ally, cost $5)
At the start of your turn, you may reveal a Painting from your hand. If you did, gain a Gold. If you didn't, gain a Painting from the Painting pile.

Quote
Painting (Action, cost $0*
+1 Card
+1 Action
If you have an odd number of Paintings in play, + $1
*(This is not in the supply)
« Last Edit: November 20, 2018, 07:55:58 pm by MrHiTech »
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terminalCopper

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Re: Weekly Design Contest Thread
« Reply #743 on: November 21, 2018, 03:14:10 am »
0



Here's my entry: Treaty and Domain.  Treaty is a terminal, one-card trasher that especially loves trashing Estates in the early game, and then later, you can win a Domain from your Treaty.  Domain is 5 VP all together, though just 3 VP if you trash it later, which you probably will.  Trashing a Domain with Treaty gains you a Silver and a Gold to hand, yeeha--hopefully you still have some Coppers left to win that next Domain.  This makes for a fun minigame to try and churn through the Domains, though you'll need some extra help to keep lining up your Treaties with trash targets and the needed treasures to activate.  There are eight Domains in a two-player game, otherwise there are twelve.

It‘s a cute mini-game, but I don‘t like the pricing.

At the beginning, it‘s better than Salvager, because +Silver is better than +buy.
When triggered, it gives at least +3VP, even 5 VP in the endgame.
If it trashes a Domain, it means „gain a silver, gain a gold, +5$“.

That being said, I think it should be a 5$ card.
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terminalCopper

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Re: Weekly Design Contest Thread
« Reply #744 on: November 21, 2018, 03:16:20 am »
+3


I removed Bride/Child from the contest, it was simply unbalancable. Here‘s a new try ...

I‘ve heard complaints about Peasant being too easy to play, and a boring must-buy? Let‘s change this:

Here come the one-shot-tokens.



Visionary, Action, 6$

Gain a Vision.


Vision, Action, 0*
Put this on your Tavern mat.

At the start of your turn, you may call this to move your  +card, +action, +$ or +buy token to an Action supply pile you have no tokens on.
When you discard this from play, remove all tokens.

(This is not in the supply).


**********************
Visionary is weaker than Teacher, but more accessible. It‘s sometimes skippable, and it‘s tricky to manage a constant flux of visions. Alternatively, you can call them all at once for little megaturns, which is quite fulfilling (if it works).

Also, I like that true Visionaries don‘t care much about what Teachers said ...



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faust

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Re: Weekly Design Contest Thread
« Reply #745 on: November 21, 2018, 04:26:38 am »
0


I removed Bride/Child from the contest, it was simply unbalancable. Here‘s a new try ...

I‘ve heard complaints about Peasant being too easy to play, and a boring must-buy? Let‘s change this:

Here come the one-shot-tokens.



Visionary, Action, 6$

Gain a Vision.


Vision, Action, 0*
Put this on your Tavern mat.

At the start of your turn, you may call this to move your  +card, +action, +$ or +buy token to an Action supply pile you have no tokens on.
When you discard this from play, remove all tokens.

(This is not in the supply).


**********************
Visionary is weaker than Teacher, but more accessible. It‘s sometimes skippable, and it‘s tricky to manage a constant flux of visions. Alternatively, you can call them all at once for little megaturns, which is quite fulfilling (if it works).

Also, I like that true Visionaries don‘t care much about what Teachers said ...
I like this, but "remove all tokens" should probably be rephrased, since literal interpretation would force you to clear out Coffers and Villagers as well as all VP tokens - and not only yours mind you, all of them. It should probably be "Remove all of your tokens from supply piles." This limits the amount of strange interactions to Ferry and Plan.

My only other issue is that this card idea could probably be implemented without using a pile of non-supply cards.
« Last Edit: November 21, 2018, 04:28:54 am by faust »
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Holunder9

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Re: Weekly Design Contest Thread
« Reply #746 on: November 21, 2018, 05:10:30 am »
0

It‘s a cute mini-game, but I don‘t like the pricing.

At the beginning, it‘s better than Salvager, because +Silver is better than +buy.
When triggered, it gives at least +3VP, even 5 VP in the endgame.
If it trashes a Domain, it means „gain a silver, gain a gold, +5$“.

That being said, I think it should be a 5$ card.
I disagree, as a standalone card Treaty is less flexible and weaker than Salvager.
Also note that with all those stop cards in your deck it is harder to create the necessary matches.


I removed Bride/Child from the contest, it was simply unbalancable. Here‘s a new try ...

I‘ve heard complaints about Peasant being too easy to play, and a boring must-buy? Let‘s change this:

Here come the one-shot-tokens.



Visionary, Action, 6$

Gain a Vision.


Vision, Action, 0*
Put this on your Tavern mat.

At the start of your turn, you may call this to move your  +card, +action, +$ or +buy token to an Action supply pile you have no tokens on.
When you discard this from play, remove all tokens.

(This is not in the supply).


**********************
Visionary is weaker than Teacher, but more accessible. It‘s sometimes skippable, and it‘s tricky to manage a constant flux of visions. Alternatively, you can call them all at once for little megaturns, which is quite fulfilling (if it works).

Also, I like that true Visionaries don‘t care much about what Teachers said ...
That's a cool idea. I have a hard time to judge the balance of this but my hunch is that this too weak so I'd also test Visionary at $5.
Just some technical triviality, Visionary should say "Gain a Vision from its pile."
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grep

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Re: Weekly Design Contest Thread
« Reply #747 on: November 21, 2018, 11:05:20 am »
+2



Manager works as a super-smithy until supply lasts, or acts as a single shot KC if you don't mind gaining a marginally useful card.
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Holunder9

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Re: Weekly Design Contest Thread
« Reply #748 on: November 21, 2018, 01:21:47 pm »
0

I guess Manager needs a gainer or cheap cantrips to kill off in order to work well. Then Intern is also moderately OKish, with plenty of Actions you often do choose the "Peddler" option of Pawn.
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4est

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Re: Weekly Design Contest Thread
« Reply #749 on: November 21, 2018, 06:12:50 pm »
0


It‘s a cute mini-game, but I don‘t like the pricing.

At the beginning, it‘s better than Salvager, because +Silver is better than +buy.
When triggered, it gives at least +3VP, even 5 VP in the endgame.
If it trashes a Domain, it means „gain a silver, gain a gold, +5$“.

That being said, I think it should be a 5$ card.

I can definitely see the argument for $5: many official cards that gain Silver to hand cost $5, such as Mine, Explorer, Trading Post, or Sculptor (though each of these also provide additional benefits as well). However Treaty's restrictions for activating (the Silver gain, or the Domain gain) are pretty big ones, and I think it would make it way slower if it cost $5 since you couldn't open it most of the time.

The Salvager comparison is apt; Treaty is better at trashing Estates and Domains but it's worse at trashing literally anything else. That said, Treaty probably could probably cost $4 without changing the card that much, I agree that $3 is maybe too cheap. I'll see about updating the price later today or tomorrow.
« Last Edit: November 21, 2018, 06:14:38 pm by 4est »
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