This was really tough yall. Great job at making me do recursion to Judge Judges.
Also I'm sure I made typos typing all these up, so be generous, it was A Lot.
Rather than organize these by name, I'm going to organize them by entrant, (since most are just named "Judge").
BarbarossaJudge • $5 • Action - Reaction - Duration
+1 Card
+1 Action
-
When another player plays an Attack card, you may discard any number of copies of this from your hand to set that card aside onto that player's Jail mat with a debt token on it for each copy discarded. Each time they shuffle their deck, they remove a debt token, then if the card has no debt tokens on it, place the card on the bottom of their deck. During a players turn, they may spend a buy and $3 to remove a debt token.
Having Judge block an attack is a good impulse, but this card needs some work. For one, I don't think it can be an Attack - you aren't playing this card when you react with it, so if the original attacking player used a Moat, it wouldn't do anything.
For another, read up in the
Fan Card Creation Guide about why the "No U" reaction doesn't work - Donald X has a good mini-essay about it.
The debt jail mechanic is pretty neat though. That could probably be developed into something cool. (sort of reminds me of the richard garfield Battletech card game a little, with how you'd build mechs to deploy. Probably some fertile ground there in terms of design space.)
X-traJudge • $4 • Action - Duration - Reaction
+1 Card
+2 Actions
When you play this, if there is another
Judge in play, +$1 and trash this.
Otherwise, this stays in play during each
of your Clean-up phases.
-
While this is in play, discard this when
another player plays an Attack card. You
are unaffected by that Attack.
It's been neat seeing you refine this over the course of the week.
I think all the infinite loops are out of this - there's still iterative ones if you draw your deck and have a ton of lurkers and also a Procession or two, i think - but this is quality.
A thing I'm not nuts about is the compulsory attack blocking - imo that's one of the neat features of moat, is that if you decide the attack isn't going to be too painful, you can just weather it, as opposed to the Duration-Moats (Champion, Lighthouse, Guardian) - and the ability to turn off everyone elses Moat-capabilities here indefinitely would've been very clever.
As-is, this does a lot of stuff - village; peddler, kinda; moat - and it does it decently. I don't love the compulsory trashing though - couldn't you just say "if there's a card named Judge already in play, discard this during your Clean up step"? The loop problem was from unexpected moving so just... don't move it, no?
I don't know how well it does adhering to the idea of a Judge - the "judgement choice" you're making here is whether to play it or not, but you make that with every card, no? - but you should be proud of this, this is a decent card.
Also don't think this needs to be a Reaction. Maybe. Not sure.
MajiponiJudge • $6 • Action - Attack
You may sentence "Guilty". If you do, +$2, each other player with 5 or more cards in hand reveals their hand and discards a card, your choose. Otherwise, gain a Gold to your hand.
This is super beefy compared to Pillage. I think someone said that already but this is too powerful. Also non-terminal with Capitalism, which is something you'd probably want to avoid with something anywhere close to this powerful.
I like the "you may sentence guilty" flavor but should probably avoid that.
Saul GoodmanCriminal • $2 • Action - Attack - Duration
+1 Card
+1 Action
You may take one Coffers from each other player.
-
When you buy this, +1 Coffers. This stays in play until the beginning of your next turn.
Criminal: A Coffers attack! Novel! Comes with an incentive to use that Coffer you got right away; may prevent others from going for this at all if you get one of these and get a shuffle right away. Probably too good for $2.
Advocate • $6 • Action - Attack
+2 Cards
+1 Action
+1 Coffers
Choose one: trash an opponent's Criminal or gain a Criminal from the trash.
-
If you have two or more of these in play, you may pay $3 to gain a Judge.
Advocates are probably overpriced - they're under a bunch of other cards, right? You can probably drop the cost to $5. I know I personally wouldn't buy them at $6. Advocates also may create accountability problems when trashing from other player's in-play zones. I should write a thing about how to not cause problems with card-moving for the FCCG.
Judge • $8* • Action
+ 2#
Choose two: Gain a treasure to your hand; or Gain any number of Criminals from the trash; or Take the Gavel.
-
You may only gain this if you do not have another Judge.
(This is not in the supply.)
Judge, it's weird to put "you may only gain this if you do not have another Judge" - that's not really a thing on any existing cards. I guess it works with the canon as-is, although if there's ever a blind masquerade style passer, someone could already have a Judge and not know it. "Gain a Treasure to your hand" is going to be overpowered in Fortune, Bank, or Platinum games - you may want to say "Gain a Gold to your hand" or "Gain a Treasure costing up to $6 to your hand" and then if someone can work some price-reduction magic, good for them. Might also be too beefy in Guildhall games, given that there's multiple routes to alt-vp here. Can the choices for Judge be the same (even if that's "bad" choices like taking the gavel twice)?
On a copy-editing note, this should have a type - i'm assuming leaving off "Action" was a typo? I suppose I'm also assuming it should be an Action because of the background color.
The Gavel • Artifact
You may flip one Verdict token over (all Verdict tokens start face down).
-
If a player's Verdict token is...
...face down: Criminals and Advocates count -1% each.
...face up: Criminals and Advocates count +2% each.
The Gavel is maybe too good. It's going to lead to swingy situations, where one person can line up a Judge early and everyone who also went for Crim/Advos gets penalized for their less-lucky shuffles. When can the player with the gavel flip a Verdict token? It might be better if this was an "At the start of your turn" situation, so if there's endless bickering between Judging players there's no VP adjustment. The point range on this is A Lot - essentially a Duchy per card if there's an even split on Crim/Advos. This is a very political "attack", given you're targeting one other player specifically.
Copy editing note - you shouldn't have the + on the face up option (+ means take VP tokens). Also you could probably break that up into a two-sided Verdict state for each player - one side is "Verdict: Innocent" and reads "1% per Criminal or Advocate", the other "Verdict: Guilty" and yadda yadda yadda.
Courtroom • Landmark
Every three (3) coffers you have (rounded down) = +2%
Courtroom alone is probably fine, actually. Doesn't qualify on its own for the contest, but provided it's in a game with some Coffers-generating capacity, it's a pretty reasonable landmark. Copy editing note on that: Should probably read "2% per 3 Coffers you have (rounded down)"; Again, you'll want to omit the + portion unless it's giving victory chits.
One last copy editing note on your setup/randomizer card - you'll want to include a type on that ("Action - Attack" works best, I think) because there's card-like-things (the Adventures token placing events, probably others) that care about the Pile's type, and this is what communicates that (rather than the top card of the pile - think about the Knights / Castles and how they handle that).
Overall, this was a good effort, and I really enjoyed analyzing it. The design is very centralizing here - I'd be wary of that going forward. A card should be ignorable in the right circumstance, or victory through it is not a foregone conclusion. This still needs a little work.
[TP] InfernoJudge • $5 • Action - Attack
+2 Cards
+1 Action
Each other player gains a Copper.
If you have at least one other Attack card in play, discard a card.
Very clever lab variant. I suspect it will slow games down a lot, given the Copper junking, but that's also to the player's own detriment, I suppose - doubling down on any sort of attacking will only cause you to handsize attack yourself.
I'd really dial up the self-attack aspect-
+2 Cards
+1 Action
Each other player gains a Copper
Discard a card per Attack you've played this turn.
which lets this not allow freebies on attacks like Pillage that move out of play.
Fragasnap
Judge • $5 • Action - Attack
+$3.
Each other player who has Sentenced returns it and discards their hand.
Each other player who doesn't have Condemned or Sentenced may reveal a hand with no cards costing $5 or more in it. Otherwise, they take Condemned.
Condemned • State
At the start of your turn, flip this over to Sentenced
Sentenced • State
When you gain a Victory card or a card costing at most $2, you may return this.
Love the concept here but i have an implementation question - why not just give Sentenced right away and have it say "When you gain a Victory card or a card costing at most $2
on your turn, you may return this"? Otherwise the Condemned state just lasts from between when Player A played Judge and Player B starts their turn.
If there's supposed to be a one-turn gap in there, why not have Condemned flip at the start of Clean up?
Is the goal that player B can shake off the targeting right away? or that they aren't targeted for hand discarding until their turn? Basically, did you want there to be a one-turn gap before players are targeted for attack?
Otherwise, very strong but dodgable attack, and a terminal gold, hey why aren't there more of those? Very cool / into it.
NoMoreFunSplit pile (5 of each, Executioners on top). The Innocent token starts on Estate, the Guilty token starts on Province.Executioner • $3 • Action
+1 Card
+1 Action
Trash a card from your hand. If its pile has the Guilty token, gain a Gold to your hand. If it has the Innocent token, gain a Curse.
Judge • $5 • Action
+$3
Place the Guilty and Innocent tokens on Supply piles of your choice.
Hey look another terminal gold! I like those.
Clever token use here. I think that's a real area where there's lots of design space available, "global" adventure tokens. Judge is maybe kind of plain-jane but it's more an enabler for Executioner.
Thing is, until you dig the Judges out, all Executioner does is discourage you from trashing Estates. That's. ... idk. We've got Hideout for that already. Could be a long game if Executioner is the only trashing, or if one player moves the Innocent token to Curses.
grepAlright! I'm glad someone went for the Traveller line.
Law Student • $2 • Action - Traveller
+2 Cards. Discard a card.
When you discard this from play, you may exchange it for a Clerk.
Clerk • $3* • Action - Traveller
Gain a card costing up to $3 into your hand.
When you discard this from play, you may exchange it for an Attorney.
(This is not in the supply)
I don't really have much to say about Law Student or Clerk (as is the way with most Travellers) other than they seem like reasonable first and second stage Travellers.
Attorney • $4* • Action - Traveller
Name an Action card. +3 Cards. Discard 3 Cards. You may play the named card from your hand, if you did, +1 Action.
When you discard this from play, you may exchange it for a Prosecutor.
(This is not in the supply)
Attorney is a beast. I'd probably buy that at $5. Quality Conclave action on a Warehouse action. It's good though - the two existing Traveller lines have competent 4s that you might want to stop on rather than progress (during some games, or maybe you've already got a Teacher or something). The cycling from this can also help you get several Travellers going simultaneously for that big Judge trash-your-deck/empty-the-coffers payout.
Prosecutor • $5* • Action - Attack - Traveller
+1 Action, +$2. Each other player discards an Attack card or reveals a hand with no Attack cards.
When you discard this from play, you may exchange it for a Judge.
(This is not in the supply)
Prosecutor's attack is kinda weak but as a non-terminal Silver it's decent. If I were to pick at one of these as the weak link, it'd be this, but also I recognize it's a stepping stone. I don't let my Heroes fart around in my deck too often either.
Judge • $6* • Action - Duration
Now and at the start of each of your subsequent turns: +1 Buy, you may trash a card from your hand for +1VP.
(This remains in play)
-
While this is in play, when another player plays an Attack card, choose one: +1 Coffer, or you are unaffected by the attack.
(This is not in the supply)
Judge is going to be real good. Goons esque, if it's the only source of +buys, and it can provide its own fodder for trashing.
Overall this is a really strong entry that I can tell a lot of work went into.
Honorable Mention
somekindoftonyJudge • $5 • Action
Shuffle all cards from your deck, hand, and discard pile into two random piles. You may look through each pile. Then choose one to trash. Shuffle the other as your deck and draw five cards.
I really like this card - most of my designs for a "Judge" card have included a "make two piles" mechanic. I think this needs some FAQ/Errata type stuff to specify if it has to be two as-equal-as-possible piles or whether a player can make one pile of 20 and one pile of 5. It can also come down in price to be a "for sure affordable in opening" card - probably a $4? maybe 5 debt? - since that sort of drastic-lucky trashing being available unevenly can lead to a game being over before it begins.
Honorable Mention
mandioca15Judge • $4 • Action
+$2
-
When you gain or trash this, move the Sanction token to a Supply pile. Cards from that pile cost $2 more (after cost reductions).
I Love this. Pile denial is an underdeveloped mechanic - we've only got like, Embargo, Taxes, and Contraband, right? - and it's really good that you specified "after cost reductions" so that they bottom out at $2 rather than $0.
I'd really love to use this in a Band of Misfits game. Big-time power boost to that card.
Be prepared for $10 province games with this. I might've specified that it has to go to a Kingdom pile or an Action or Treasure supply pile (other than Copper).
Honorable Mention
SnowyowlJudge • $3 • Action - Reaction
+1 Action
Look at the top card of your deck. Draw it, or trash it and draw a card.
-
When you gain a card, you may reveal this from your hand, to put that card onto your deck.
I really love topdeck groomers. Like if I had to pick a card type that's among my favorite to use and design, it's that.
I think this would be a quality replacement for Watchtower if DXV ever decided he was tired of Watchtower. Lets you get a little more modular with payload, while retaining the reaction content if you only have one inbound junk card to deal with. Clever stuff.
Is this intentionally phrased "Draw a card" (instead of +1 Card) to try to get around the -1 Card token or something? I don't think this quite does the trick.
Honorable Mention
King LeonJudge • $6 • Action
+1 Action
Reveal the top 5 cards of your deck. Pick two of them. The player to your left chooses one: discard the picked cards or the other cards. Put the rest into your hand.
Clever superlab implementation/Envisor variant.
Good Patron enabler, too, even if they don't get selected.
This is solid and probably hard to counter.
Honorable Mention
AquilaJudge • $5 • Action
+$2
Choose one: take the Gavel; or take the Law Book; or if you have the Gavel and the Law Book, each player (including you) takes Guilty.
Gavel • Artifact
At the start of your turn, you may play an Action card from your hand.
Law Book • Artifact
At the start of Clean-up, if you didn't gain any cards during your turn, you may gain a non-Victory card costing up to $5
Guilty • State
When scoring, -5% if you have this.
At the start of your turn, you may go straight to Clean-up. If you do, return this.
When I first read this, I was puzzled - "How is Gavel not just +1 Action" - but then I read the Guilty state and whoa. Nice. Subtle. I liked the legal puns you sprinkled throughout your OP.
I feel like this'll be swingy but not in the usual random-outcome swingy, probably more high vs low skill swingy.
I've got reservations about its viability/guilty-distributing ability in 4+ player games - feel like there'll always be someone around to take an artifact from you.
Copy editing note: On guilty, you could probably get rid of the first sentence (shorten it to just "- 5%") if you put a space between the - and the 5. Stops it from being gigantic. Card generator is finnicky that way.
This is a Runner Up
4estJudge • $5 • Action
+$2
The player to yor left names 2 differently-named Action cards from the Supply. Gain a copy of one and each other player gains a copy of the other.
I really love this card. Concise, powerful gainer, and an interesting decision space to mess with your opponents head. This can probably be counted on to force players to take a sub-optimal card to avoid emptying piles in 4+ player games.
This is a Runner Up
naitchmanJudge • $5 • Action - Attack
+$2
Each other player with 5 or more cards in hand reveals 3 cards of their choice from their hand and discards one that you choose.
This is a fantastic variation on Villain. It throws out everyones middlest card. It's nonterminal in Capitalism games but its attack doesn't really stack. It may slow down games a little - attacked players have to make choices, then the attacker makes choices but honestly, I love it.
Winner Winner Chicken Dinner
Thank you all for entering, it was an honor to judge these, there were so many really great, viable cards. If you've got any outtakes or b-sides you feel were interesting, toss 'em in the
Outtakes and B-sides thread.