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Author Topic: Weekly Design Contests #1 - #100  (Read 1563923 times)

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Commodore Chuckles

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Re: Weekly Design Contest Thread
« Reply #1500 on: March 04, 2019, 07:19:18 pm »
0

Salesman
Cost:
Types: Action-Reaction-Gathering

+1 Card
+1 Villager
Take the Coffers from this pile.
---------------------------------
When another player takes Villagers, you may set this aside from your hand, to put 1 Coffers on this pile. Return this to your hand after the resolution of the card that caused Villagers to be taken.

I see this as a sort of Peddler+, but it rewards people who pay more attention to the opponents deck. Not sure if it's good or not, but I liked the idea. I had to jump over some hurdles trying to avoid the loophole created by being able to reveal a card any number of times in response to one event.

With the way this is worded now, could the person who played the card immediately take the Coffers you put on the pile? It says "When another player takes Villagers" which happens before the taking of the Coffers, so it seems they could grab them immediately after you use the Reaction.
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GendoIkari

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Re: Weekly Design Contest Thread
« Reply #1501 on: March 04, 2019, 07:52:36 pm »
+1

Salesman
Cost:
Types: Action-Reaction-Gathering

+1 Card
+1 Villager
Take the Coffers from this pile.
---------------------------------
When another player takes Villagers, you may set this aside from your hand, to put 1 Coffers on this pile. Return this to your hand after the resolution of the card that caused Villagers to be taken.

I see this as a sort of Peddler+, but it rewards people who pay more attention to the opponents deck. Not sure if it's good or not, but I liked the idea. I had to jump over some hurdles trying to avoid the loophole created by being able to reveal a card any number of times in response to one event.

One issue with this is that if there are no other Villager-giving cards in the Kingdom, this almost does nothing for you unless your opponent also gets some; so it's a card that neither player would want. It's bad unless your opponent already bought one, which makes it a bad idea to ever get any.
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hhelibebcnofnena

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Re: Weekly Design Contest Thread
« Reply #1502 on: March 04, 2019, 09:30:20 pm »
0

Salesman
Cost:
Types: Action-Reaction-Gathering

+1 Card
+1 Villager
Take the Coffers from this pile.
---------------------------------
When another player takes Villagers, you may set this aside from your hand, to put 1 Coffers on this pile. Return this to your hand after the resolution of the card that caused Villagers to be taken.

I see this as a sort of Peddler+, but it rewards people who pay more attention to the opponents deck. Not sure if it's good or not, but I liked the idea. I had to jump over some hurdles trying to avoid the loophole created by being able to reveal a card any number of times in response to one event.

One issue with this is that if there are no other Villager-giving cards in the Kingdom, this almost does nothing for you unless your opponent also gets some; so it's a card that neither player would want. It's bad unless your opponent already bought one, which makes it a bad idea to ever get any.

I see your point. Perhaps if it can also be activated by you taking Villagers? Or does that make it too strong?
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mail-mi

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Re: Weekly Design Contest Thread
« Reply #1503 on: March 05, 2019, 02:49:15 pm »
+2

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hhelibebcnofnena

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Re: Weekly Design Contest Thread
« Reply #1504 on: March 05, 2019, 03:06:32 pm »
0

Where are people getting the art for their cards?
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ConMan

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Re: Weekly Design Contest Thread
« Reply #1505 on: March 05, 2019, 05:36:26 pm »
+2

Where are people getting the art for their cards?
In my case, usually a Google Images search for the card name (or something relevant), then use the filters to try to find paintings and similar artworks.
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faust

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Re: Weekly Design Contest Thread
« Reply #1506 on: March 06, 2019, 12:58:36 am »
0

Where are people getting the art for their cards?
deviantart or Google images.
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herw

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Re: Weekly Design Contest Thread
« Reply #1507 on: March 06, 2019, 04:20:05 am »
+1

Where are people getting the art for their cards?
well - i like a special style of dominion pictures, more fantasy like (f.i. laboratory, alchemist, herbalist, market square, death cart f.i.).
When i find an interesting picture at fan cards, i use google to find more.

I give you an actual example:

I take underground market from chappy7:



I make a screenshot of the picture



and insert it into google images search:



and here they are:



enough similar pictures.

So i collect interesting pictures for future cards and save them (with source/website).
« Last Edit: March 06, 2019, 10:10:13 am by herw »
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NoMoreFun

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Re: Weekly Design Contest Thread
« Reply #1508 on: March 06, 2019, 05:15:26 am »
+1

Botanist
Action/Gathering - $3
+1 Card
+$1
+1 Villager from the Botanist supply pile
---
In games using this, when you gain an Action card that isn't a Botanist, place a Coin token on the Botanist supply pile

Clarification: I checked the wiki and the tokens you put on your Villagers mat are called Coin tokens. You don't get a Villager if there aren't any on the pile.
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Commodore Chuckles

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Re: Weekly Design Contest Thread
« Reply #1509 on: March 07, 2019, 10:23:37 pm »
+2



There's one Casino mat, shared by all the players.
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4est

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Re: Weekly Design Contest Thread
« Reply #1510 on: March 07, 2019, 11:11:29 pm »
+1



When Uprising is in the game, you add the Commons mat (I just used an event template because I was lazy), which makes players add an Action or a Treasure from the Supply to it at the end of each turn.  Then, any player can buy Uprising to pick up the entire Commons Mat along with a Villa effect.  Putting Coppers on the mat is always fairly safe, but better yet are the mindgames you can play--start throwing some nice cards on there and see if you can trick your opponent into picking them up with a stack of Coppers.  Or hey, maybe you want to pick up the pile yourself.  Watch out for pile-outs.   
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majiponi

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Re: Weekly Design Contest Thread
« Reply #1511 on: March 08, 2019, 11:16:04 am »
0

Hogwarts
cost $2
Action - Land
+1 Action
+1 Buy
+1 Coffers
Take an extra Buy phase immediately.
---
Tap: Add a colorless mana to your mana pool.
1, Tap: Add a blue mana to your mana pool.
2, Tap: Add a white or black mana to your mana pool.
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Asper

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Re: Weekly Design Contest Thread
« Reply #1512 on: March 08, 2019, 12:25:43 pm »
+3



There's one Casino mat, shared by all the players.

I like it (and I'm not a fan of Gathering cards usually), but I think it could just use the trash.
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Commodore Chuckles

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Re: Weekly Design Contest Thread
« Reply #1513 on: March 08, 2019, 05:53:47 pm »
0

I like it (and I'm not a fan of Gathering cards usually), but I think it could just use the trash.

Hmmmm, good point. I'd probably have to change the name and picture, though...

Hogwarts
cost $2
Action - Land
+1 Action
+1 Buy
+1 Coffers
Take an extra Buy phase immediately.
---
Tap: Add a colorless mana to your mana pool.
1, Tap: Add a blue mana to your mana pool.
2, Tap: Add a white or black mana to your mana pool.

This is going to need some context...
« Last Edit: March 08, 2019, 05:55:34 pm by Commodore Chuckles »
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majiponi

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Re: Weekly Design Contest Thread
« Reply #1514 on: March 08, 2019, 11:18:48 pm »
+1

I like it (and I'm not a fan of Gathering cards usually), but I think it could just use the trash.

Hmmmm, good point. I'd probably have to change the name and picture, though...

Hogwarts
cost $2
Action - Land
+1 Action
+1 Buy
+1 Coffers
Take an extra Buy phase immediately.
---
Tap: Add a colorless mana to your mana pool.
1, Tap: Add a blue mana to your mana pool.
2, Tap: Add a white or black mana to your mana pool.

This is going to need some context...

Hint: This Dominion card doesn't have Gathering type, but is also a "Magic the Gathering" card. See "Wizards' School".
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segura

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Re: Weekly Design Contest Thread
« Reply #1515 on: March 09, 2019, 09:12:37 am »
0

Hogwarts
cost $2
Action - Land
+1 Action
+1 Buy
+1 Coffers
Take an extra Buy phase immediately.
---
Tap: Add a colorless mana to your mana pool.
1, Tap: Add a blue mana to your mana pool.
2, Tap: Add a white or black mana to your mana pool.
Nothing against a Magic joke but half of your card is mechanically dead (Land as type, tapping and Mana make no sense in Dominion unless you define what they are supposed to mean) and due to the interpolated Buy phase it is strictly better than Candlestick Maker.
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faust

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Re: Weekly Design Contest Thread
« Reply #1516 on: March 09, 2019, 12:52:08 pm »
0

This one might stretch the boundaries of this contest a bit, but I already made 2 Gathering cards for this thread, so I wanted something different.

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faust

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Re: Weekly Design Contest Thread
« Reply #1517 on: March 09, 2019, 12:53:21 pm »
0


This is going to be broken with Aqueduct.
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mail-mi

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Re: Weekly Design Contest Thread
« Reply #1518 on: March 09, 2019, 01:58:25 pm »
0


This is going to be broken with Aqueduct.
Hm, you're right. What about if it used coin tokens that turned into Villagers?
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Fragasnap

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Re: Weekly Design Contest Thread
« Reply #1519 on: March 10, 2019, 07:44:25 am »
0

Quote
Playwright/Theater
Types: Action, Gathering
Cost: $5
This pile starts the game with 5 copies of Playwright on top, then 5 copies of Theater. Only the top card of the pile can be gained or bought.

Quote
Playwright
Types: Action, Gathering
Cost: $5
+1 Card, +1 Action, +$1. Add 1VP to the Playwright/Theater Supply pile.
Quote
Theater
Types: Action, Gathering
Cost: $6
+1 Card, +1 Action. Gain a Duchy.
When you discard this from play, you may trash a Playwright you have in play. If you do, take the VP from the Playwright/Theater Supply pile.
Taking the VP is contingent upon trashing a Playwright you have in play, which is optional. Gaining a Duchy is mandatory and independent.

A $5 Peddler with VP available too conservative? I'm not so sure. As soon as you Theater a Playwright, your ability to take the VP is reduced, but the ability to accumulate them never stops: Eventually one player will be the only player with Playwrights, inevitably.

Post-facto Edit: Theater's Playwright trashing triggers on discard, to make it marginally less swingy so you don't have to draw Playwright before Theater.
« Last Edit: March 11, 2019, 01:17:04 pm by Fragasnap »
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Commodore Chuckles

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Re: Weekly Design Contest Thread
« Reply #1520 on: March 10, 2019, 10:56:35 pm »
+3



Updated submission with the trashing idea. I decided that, eh, the name and picture still fit.
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Doom_Shark

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Re: Weekly Design Contest Thread
« Reply #1521 on: March 11, 2019, 01:38:54 am »
+5

Whew! After having disappeared for months and coming back this week, I have finally gone through all 61 pages and fully updated the Hall of Fame!!!

Also, to make my life easier for future updates, as well as to make the hall of fame a bit less cluttered, a slight rule change: The maximum number of runners up selected for each challenge will be two. (Five runners up? Really Dsell?)

Also, someone in an earlier challenge asked about submitting multiple entries to a single contest. As you all figured out on your own, the answer is one entry per participant. I guess I'm adding that to the rules in the OP as well.

I'm really glad this took off. I designed the rules so the contest could run in my absence since I often disappear for weeks or months at a time with no warning, and you all did fabulously!

And now, back to your regularly scheduled design contest.
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Asper

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Re: Weekly Design Contest Thread
« Reply #1522 on: March 11, 2019, 04:10:33 am »
0



Updated submission with the trashing idea. I decided that, eh, the name and picture still fit.
Suggestion: You may trash a Copper from your hand, for +2 Cards. If you don't, ...

With your latest wording, you can choose to trash but claim to have no Copper in hand even if you do. Also I suppose that cards from the trash should technically be gained?
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spiralstaircase

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Re: Weekly Design Contest Thread
« Reply #1523 on: March 11, 2019, 04:26:00 am »
0

Also I suppose that cards from the trash should technically be gained?

I like that it's "put" instead of "gain".  I understand that to mean that on-gain effects don't trigger, similar to how it works for the -1 card token.
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Re: Weekly Design Contest Thread
« Reply #1524 on: March 11, 2019, 04:36:23 am »
+1

Progress by Aquila
I like this, it is pretty straightforward with the neat "once per game" twist (which is similar to Aquila's Prospects).
Without that it would be strategically boring, you just wait until enough tokens are on the card and then take them.
Now you have to think about when you need the tokens most (early on  to get your engine running vs. late for a mega-turn), you naturally want a lot of them and you have to consider when your opponent(s) will want them.
A possible alternative that comes to mind is to make the trigger "costing 5 or more" and then do the halving.


Tulip by Lurker
The idea of a Victory card that is worth 1 per copy left in the Supply is an old one so being able to return them to the Supply for a benefit is neat.


Gem Mining by King Leon
The most creative and complex card that implies a minigame.
I understand the rationale behind limiting the slots to a row/column and the spillover (bootstraping the minigame, even if Bob did not want to go for the gems at all, if Alice gets some and B gets some remaining gems he might go for them after all) but it does not feel natural.
On the other hand the more natural "put them wherever you want" is too easy and does not lead to tricky decisions (do I really want to take 4 gems, finish the column, get a $5 but gift 2 gems to Bob?).
It is hard to judge details like the gem distribution and the bonuses without having played with the Event. If Leon or somebody else ever tries this out it will likely have to get slightly tweaked anyway given how many paramaters there are.


Salesman by hhelibebcnofnena

I like the "Villager cantrip" basis of the card. It is a bit like Patron, sometimes you might be able to save the Villager.
But the rest is bad. In order to make Salesman work you need several copies, so you will save the villagers less often and then the card still produces on average less Coffers than Baker. Ignoring player interaction, Salesman is to Baker as Native Village is to Village.
With Throne Room (variants) in the Kingdom this downside could be compensated for by the relatively more Villagers you get.


Prospector by mail-mi
Looks sound and well thought out. Quick Treasure trashing often makes you want to go for an early Gold and the Coffers help you do get there. There are also potential tricks like, while readjusting your deck in the middlegame, trashing a Silver, buying a Gold and getting a Coffers and a VP. Importantly there is no abuse potential as this does not seem like something which you can/want to do consistently.
A small detail, I wonder whether the card could get away with "when you gain a Gold".


Botanist by NoMoreFun
I like the Cultist-like idea of a "half-terminal" and the self-limitation of the card (you cannot mindlessly flood your deck with them) but I feel like the latter is too harsh. So perhaps the card is not overpowered if you get rid of the non-Botanist Action card restriction. The worst that can happen is that, ignoring player interaction for the sake of simplicity (Alice buy a Botanist but then Bob plays 2 Botanists, thus stealing "Alice's" Villager) , the card is always at least once non-terminal.


Casino by Commodore Chuckles
This is similar to Spice Merchant, with some Coin-spike or megaturn potential. Also neat in non-mirror Garden games.


Uprising/Commons by 4est
Uprising is far too good and will only lead to degenerate play. For example, why should Alice trash an Ironmonger if Bob can pick it up so cheaply for 5D and get to immediately play it. This would be like Summon but this turn instead of next.
So if nobody has an incentive to put an Action on Commons only Copper will land there. All that achieves is an auto Copper pile-out, e.g. in a 3P game after 13 turns.


Hogwarts by majiponi
I guess this is just intended to be a pun as tapping cards in Dominion makes no sense (unless you design a Duration card which does not do something at the start of the next turn but during the turn and have to somehow mark that it has already done something) and it is not explained what the Mana can be used for.


Ring of Power by faust
This does not match the parameters of the contest, a binary private variable that can be triggered by other players has nothing to do with amassing common resources. Ignoring that, the card provided neat payload for a deck-drawing engine and in Kingdoms with gainers you can gain enough Silvers or other $3s to "survive" until then. Or you gamble and rarely have a discard pile.


Playwright/Theater by Fragasnap
Non-terminal Gathering cards and especially cantrips are problematic. This is smartly mitigated via the split pile (and the high cost respectively opportunity cost in the case of the Duchy gainer; not all decks can deal with that).
The cards seem quite swingy though, whoever is able to first play Playwright and then Theater will likely get a huge pile of VPs.
On the other hand you could argue that this large amount of VPs is necessary to make players go for these expensive cards at all.


Runner-up: Gem Mining by King Leon
Winner: Progress by Aquila
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