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Author Topic: Fan Card Mechanics Contest week 9: too COOL for school  (Read 10281 times)

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Xen3k

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Re: Fan Card Mechanics Contest week 9: too COOL for school
« Reply #50 on: May 07, 2021, 12:20:42 pm »
+1



Quote
Frozen Mine
Action - Reaction
You may trash a Treasure you have in play, or in your hand, to gain a Silver to your hand.
----
When you gain a card, you may play this from your hand to set that card aside with 4 Ice tokens on it.

A mini-Mine that has some utility. Early game it upgrades your Coppers to Silver, later it freezes Green and Junk to keep the deck clean. Probably not a card I would ever buy more than one of. Feedback is welcome.

This seems too cheap. It can mostly mimic the benefits of a mine while providing some benefit in the later game. Also, you probably don't need the in play clause because it's very rare to have treasures in play during action phase (mine just allows trashing from hand).

You do need the "in play" because of the reaction that lets you play it when you gain a card.

But I also agree that it's too cheap. I would think it needs to cost at least $4. Otherwise it's almost a no-brainer to open with 2 of them.
Mine would be weak at $4, and without the Reaction this is significantly weaker than Mine.
About the Reaction, being able to quais-Exile green you gain is pretty sweet in the endgame, but the ability to Mine Coppers into Silvers is largely irrelevant back then.

So I don't know how strong it is but it is definitely far below the power level of a $5. So it is a $2, $3 or a $4.

I basically designed it to be useful for getting rid of Copper if there are no better trashers, defend against Junkers if there are no better Moats, and allow Greening pretty early without hurting the deck. If you do play this early game for free by reacting to a gain, the freezing is intended as a penalty. I get that it is a bit unusual in how all the elements work together, but I didn't intend for it to be a powerhouse. I can see it may be considered a bit too cheap at $2, especially when compared to something kinda similar like Amulet, so maybe bumping it up to $3 would be a good change.
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emtzalex

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Re: Fan Card Mechanics Contest week 9: too COOL for school
« Reply #51 on: May 07, 2021, 02:56:50 pm »
+4

My Submission:



Quote from: Ice House
ICE HOUSE       
ACTION
+ per Ice token on one Frozen card you have (your choice).


This is gained Frozen with 5 Ice tokens.
                           

Thanks to mutated, silverspawn, and naitchman for the feedback.

Small wording suggestion: instead of "This is gained Frozen with 5 Ice tokens", you could use "When you gain this, freeze it with 5 ice tokens" (or "freeze it 5 times" or whatever language). I think it's a little easier to read and it's more clear to me how it interacts with other alternative gains/when-gain triggers.

I like the concept either way!

To be fair, in Gazbag's original post the cards use the wording "This is gained frozen with X ice tokens" (See frigid village and Glacier). Then again, there is some wording inconsistency in Gazbag's original post (sometimes it says frozen with x ice tokens, and sometimes it says to set the card aside and put x ice tokens on it).

As naitchman figured out, I took this wording directly from some of Gazbag's original cards to use the mechanic in his Ice Age expansion. When putting together the wording for my cards, I like to start with official cards (which is why I keep this list of cards bookmarked/open in a tab, so I can Ctrl+F to find wording) and model my language after them. With fan mechanic, I like to do the same, looking to the person who initially designed the mechanic (or who designed the incarnation of it I am following).

As naitchman also pointed out, this mechanic has some inconsistency, and different suggestions for wording. There is...


I did not spend that much time thinking about the different wordings, and had not read the discussion of it already posted in the thread when I designed my card. The wording I choose seemed the cleanest and most efficient for the application I was using. However, having considered it further, I think I prefer segura's wording for efficiency of phrasing. In addition to being at least as clear and effective as any other wording when cards are being frozen, it also allows using the same wording to describe putting Ice tokens on non-Frozen cards (thus changing their status from not Frozen to Frozen) and putting additional Ice tokens on already-Frozen cards.

I recognize that this does conceptually change the meaning from the original context. In Gazbag's and DunnoItAll's cards, to "Freeze" a card always means to change its status from non-Frozen to Frozen. With segura's wording, that is generally the effect of Freezing a card, but not definitionally a part of it. But I still think this is superior, because it allows more potential designs using that tight terminology. Thus, I would propose this

Syntax/rule clarification (or maybe change):
  • To "Freeze" a card means to put an Ice token on it.
  • To "Freeze" a card multiple times means to put that many Ice tokens on it (e.g. to "Freeze [a card] twice" means to put 2 Ice tokens on it; to "Freeze [a card] 5 times" means to put 5 Ice tokens on it.
  • A card with any Ice tokens on them are "Frozen" and set aside (or maybe on a Frozen mat)--they are not in your deck, in play, or in your discard pile, but they are still counted as your cards, including being cards you "have" for the purposes of scoring at the end of the game.
  • At the start of each of your turns, remove an Ice token from each of your Frozen cards.
  • When a card no longer has any Ice tokens on it, it is discarded into your discard pile (except in the case of naitchman's card, which causes them to be discarded only at the end of the turn).

Thus, I will probably change the bottom half of the card to say:
Quote from: Ice House
When you gain this, Freeze it 5 times.



I was going to suggest a wording change for that card, but it's for the upper half. "Choose a card you own. +1$ per Ice token on it."

(edited 'you own')

Thanks so much for this input. I had toyed with this a bit as well, and was not entirely happy with what I came up with. I was a bit hesitant to use the word "Choose" since it usually is used in the context of "Choose one:" which is a specific mechanic that I'm not using. However, now that I see your suggestion, it's obviously much clearer.

I don't think I want to "you own," as that seems to be a rather specific syntax that isn't really part of Dominion (if I recall from back in the day, to "own" a card is (or at least was) a term-of-art in M:tG). I think a more official-Dominion equivalent is to refer to cards you "have [status]." Official cards/WELPs reference cards (or a card) that "you have in play" (Mint, Changeling), that "you have in Exile" (Transport), or that you "you have . . . in hand" (Library, Shanty Town, Diplomat). Based on your suggestion (with my modification), I think I am going to go with:

Quote from: Ice House
Choose a card you have Frozen. +$1 per Ice token on it.

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emtzalex

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Re: Fan Card Mechanics Contest week 9: too COOL for school
« Reply #52 on: May 07, 2021, 03:05:33 pm »
+2



Quote
Frozen Mine
Action - Reaction
You may trash a Treasure you have in play, or in your hand, to gain a Silver to your hand.
----
When you gain a card, you may play this from your hand to set that card aside with 4 Ice tokens on it.

A mini-Mine that has some utility. Early game it upgrades your Coppers to Silver, later it freezes Green and Junk to keep the deck clean. Probably not a card I would ever buy more than one of. Feedback is welcome.

This seems too cheap. It can mostly mimic the benefits of a mine while providing some benefit in the later game. Also, you probably don't need the in play clause because it's very rare to have treasures in play during action phase (mine just allows trashing from hand).

You do need the "in play" because of the reaction that lets you play it when you gain a card.

But I also agree that it's too cheap. I would think it needs to cost at least $4. Otherwise it's almost a no-brainer to open with 2 of them.
Mine would be weak at $4, and without the Reaction this is significantly weaker than Mine.
About the Reaction, being able to quais-Exile green you gain is pretty sweet in the endgame, but the ability to Mine Coppers into Silvers is largely irrelevant back then.

So I don't know how strong it is but it is definitely far below the power level of a $5. So it is a $2, $3 or a $4.

I basically designed it to be useful for getting rid of Copper if there are no better trashers, defend against Junkers if there are no better Moats, and allow Greening pretty early without hurting the deck. If you do play this early game for free by reacting to a gain, the freezing is intended as a penalty. I get that it is a bit unusual in how all the elements work together, but I didn't intend for it to be a powerhouse. I can see it may be considered a bit too cheap at $2, especially when compared to something kinda similar like Amulet, so maybe bumping it up to $3 would be a good change.

I like that this does a few different things not as well as some other cards. I think the versatility balances out the relative inefficiency in some of the things it does. I like it at $2; since you are "missing" buying a Silver, this can (sort of) make up for that.

However, the wording "...you may play this from your hand to..." is a bit ambiguous, as it isn't clear whether (a) you're playing the card (and resolving it's effect normally) plus icing the gained card; or (b) playing the card and getting the icing ability instead of the normal effect (like an internal Way). From your comment ("If you do play this early game for free by reacting to a gain, the freezing is intended as a penalty"), it seems clear that you meant it to be (a). You might want to clarify the language by saying...

Quote
"When you gain a card, you may Freeze it 4 times to play this from your hand."

...or if you don't want to use the "Freeze [the card] x times" suggested by segura (that I very much like, see my previous post), it could be...

Quote
"When you gain a card, you may set it aside with 4 Ice tokens on it to play this from your hand."
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silverspawn

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Re: Fan Card Mechanics Contest week 9: too COOL for school
« Reply #53 on: May 07, 2021, 04:00:34 pm »
0

Quote from: Ice House
Choose a card you have Frozen. +$1 per Ice token on it.

Yeah, this is better than my suggestion for sure.

Xen3k

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Re: Fan Card Mechanics Contest week 9: too COOL for school
« Reply #54 on: May 07, 2021, 07:20:42 pm »
+1



Quote
Frozen Mine
Action - Reaction
You may trash a Treasure you have in play, or in your hand, to gain a Silver to your hand.
----
When you gain a card, you may play this from your hand to set that card aside with 4 Ice tokens on it.

A mini-Mine that has some utility. Early game it upgrades your Coppers to Silver, later it freezes Green and Junk to keep the deck clean. Probably not a card I would ever buy more than one of. Feedback is welcome.

This seems too cheap. It can mostly mimic the benefits of a mine while providing some benefit in the later game. Also, you probably don't need the in play clause because it's very rare to have treasures in play during action phase (mine just allows trashing from hand).

You do need the "in play" because of the reaction that lets you play it when you gain a card.

But I also agree that it's too cheap. I would think it needs to cost at least $4. Otherwise it's almost a no-brainer to open with 2 of them.
Mine would be weak at $4, and without the Reaction this is significantly weaker than Mine.
About the Reaction, being able to quais-Exile green you gain is pretty sweet in the endgame, but the ability to Mine Coppers into Silvers is largely irrelevant back then.

So I don't know how strong it is but it is definitely far below the power level of a $5. So it is a $2, $3 or a $4.

I basically designed it to be useful for getting rid of Copper if there are no better trashers, defend against Junkers if there are no better Moats, and allow Greening pretty early without hurting the deck. If you do play this early game for free by reacting to a gain, the freezing is intended as a penalty. I get that it is a bit unusual in how all the elements work together, but I didn't intend for it to be a powerhouse. I can see it may be considered a bit too cheap at $2, especially when compared to something kinda similar like Amulet, so maybe bumping it up to $3 would be a good change.

I like that this does a few different things not as well as some other cards. I think the versatility balances out the relative inefficiency in some of the things it does. I like it at $2; since you are "missing" buying a Silver, this can (sort of) make up for that.

However, the wording "...you may play this from your hand to..." is a bit ambiguous, as it isn't clear whether (a) you're playing the card (and resolving it's effect normally) plus icing the gained card; or (b) playing the card and getting the icing ability instead of the normal effect (like an internal Way). From your comment ("If you do play this early game for free by reacting to a gain, the freezing is intended as a penalty"), it seems clear that you meant it to be (a). You might want to clarify the language by saying...

Quote
"When you gain a card, you may Freeze it 4 times to play this from your hand."

...or if you don't want to use the "Freeze [the card] x times" suggested by segura (that I very much like, see my previous post), it could be...

Quote
"When you gain a card, you may set it aside with 4 Ice tokens on it to play this from your hand."

Original Post Updated



Changed it to the suggested wording. Kinda strange how the reaction is triggered by gaining a card, but the conditional requirement of having Frozen Mine in your hand is not checked until after the Freezing instructions. The original wording used the Black Cat template, but the added Freezing effect did make it ungainly. I like this more. My only concern is whether there are any situations where you can play Frozen Mine without Freezing something, but I can't think of any.
« Last Edit: May 08, 2021, 10:58:29 pm by Xen3k »
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mathdude

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Re: Fan Card Mechanics Contest week 9: too COOL for school
« Reply #55 on: May 07, 2021, 08:47:39 pm »
+3

Original Post Updated



Changed it to the suggested wording. Kinda strange how the reaction is triggered by gaining a card, but the conditional requirement of having Frozen Mine in your hand is not checked until after the Freezing instructions. The original wording used the Black Cat template, but the added Freezing effect did make it ungainly. I like this more. My only concern is whether there are any situations where you can play Frozen Mine without Freezing something, but I can't think of any.

I think the wording and reaction have been very well updated. The card has good potential. I think your final question is not specifically referring to playing Frozen Mine, but playing it from its Reaction (since its regular Play ability doesn't Freeze anything). And I can't think of any cases where you could React to play it without Freezing a card, since the Play is conditional on the Freezing.

I did wonder about another potential issue though. Are there times that you can have Treasures in play (i.e. they have already generated their value), and still Gain a card without yet being in the Buy part of your Buy phase? If so, then the Reaction could be used to Play Frozen Mines, trash a Treasure from play, Gain a Silver to hand, and still play it.

The two obvious cases are Storyteller and Black Market. So you can trash a Copper or Silver you played (and used) with them, get a Silver to hand, and still use it for 2 more coins. It's even worse with these since it's not just Village, Storyteller/BM, Workshop (or any gainer) where you don't want to Freeze the gained card 4 times just to get 2 extra coins this turn. But it's Village, Storyteller/BM, Frozen Mine. But these combinations are fringe enough that we can call that a perk of the card if you can ever manage to make it happen.

The bigger concern is if there are any Treasure cards that cause a gain when played (and still in the "play treasures" part, not the "buy cards" part of your Buy phase). Looking them up, there's a lot more than I expected:

* Coin of the Realm - when called back into play from Tavern Mat, this can easily be trashed more consistently than Storyteller/BM since it is the Village that lets you play Frozen Mines... but you then have to trash this card, not a Copper.

* Supplies, Horn of Plenty, Lucky Coin all let you gain cards you won't likely want to Freeze, but there may be times you would do it for an extra 2 coins this turn.

* Ill-gotten Gains could change Copper to hand into Frozen Copper and Silver to hand, a pretty good deal.

* Treasure Trove can also Freeze a gained Copper for extra benefit.

* Cursed Gold is the big winner with Frozen Mines. Freeze that gained Curse, get an extra 2 coins this turn, win all around.
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Re: Fan Card Mechanics Contest week 9: too COOL for school
« Reply #56 on: May 08, 2021, 09:44:56 am »
+3

DEADLINE IS IN APROXIMETELY 24 HOURS
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Re: Fan Card Mechanics Contest week 9: too COOL for school
« Reply #57 on: May 08, 2021, 09:59:02 am »
0

@emtzalex: remember to actually update the image

emtzalex

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Re: Fan Card Mechanics Contest week 9: too COOL for school
« Reply #58 on: May 08, 2021, 10:16:44 pm »
0

@emtzalex: remember to actually update the image

Thanks for the reminder, silverspawn. I updated it to reflect the clearer language.
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Re: Fan Card Mechanics Contest week 9: too COOL for school
« Reply #59 on: May 09, 2021, 08:50:42 am »
+3



Fur Trader
Action - $5
+$3
Add an Ice Token to a Supply Pile
____________
Setup: Add an Ice Token to each Supply Pile. When a player gains a card, they freeze it with the Ice Tokens from its pile.
« Last Edit: May 09, 2021, 09:20:13 am by NoMoreFun »
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Re: Fan Card Mechanics Contest week 9: too COOL for school
« Reply #60 on: May 09, 2021, 12:22:03 pm »
+1

There is an interesting synergy here with this card and your name

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Re: Fan Card Mechanics Contest week 9: too COOL for school
« Reply #61 on: May 09, 2021, 02:02:54 pm »
0

Submissions are closed

making a list of all the submissions now. i think my judgement will be done 11 may. might be done earlier
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Re: Fan Card Mechanics Contest week 9: too COOL for school
« Reply #62 on: May 09, 2021, 02:15:33 pm »
+4

My judgment of this weeks cards.

Reminder for myself since I am forgetful
What is "ice Tokens"?
A number of cards in the set involve setting aside cards and putting a number of Ice tokens on them, referred to as "freezing" them. At the start of your turn you remove 1 Ice token from each card you own that is frozen with Ice tokens on it and when the last token is removed you put the card into your discard pile.


A quick note: I will be attempting to "grade" the cards. but since I have never done that before, don't take the final score of your card too seriously. I will also write both what i think of the card itself, and how it uses the freeze mechanic. And as always, thanks for everyone that has submitted cards!

- Scout by Segura

A fun stables variant. Its quite simple, but it usually gives the players a tricky decision, but even if you don't have any actions too freeze it gives you +buy, making it something you might buy even if you don't have action cards to freeze. it loves boards with cheap cantrip actions like Pearl diver, and it LOVES Ruins boards.
It makes good use of the freeze mechanic: If you were to simply discard actions with this, you could easily draw them back before the end of the turn. By freezing them, you are making a tougher decision.

Rating: 9/10


- Ice Pond byDunnoItAll

An interesting take on the freeze mechanic. This gives you 2$, which is on the lower end of the power spectrum. But it's passive effect, "+1 card when a ice token is removed" is what makes it interesting. This essentially becomes a Hireling variant. But unlike hireling, which stays in play the entire game, you might have to deal with an inflood of Ice Ponds if you get too trigger happy. This should also interact quite nicely with any other Ice token cards, since you want this to be frozen as long as possible.

I think it uses the Ice token mechanic well.

Rating: 8/10


- Artic Village by silverspawn

I feel a bit bad, but for whatever reason i just dont like this card? It seems fine and well balanced, and i cant see any problems with it but I'm just not feeling it, ie, it doesn't excite me? sorry for not having a more concrete critisism
Rating: 6/10 (?)


- Way of The Scrat by Timinou

Its a quite fun and different way: normally you wouldn't want to use ways on expensive cards, but this makes that a viable option, especially for expensive cards ( i imagine doing this with a card like prince especially).  But doing this means you dont have access to that card for two turns, unless you have some card that unfreezes. It also gives a different pilout option.

I think it uses the Ice token for a way very creatively

Rating 9/10


- Glacial Village by spineflu

This card feels like a bizarre delayed City with a bit of thinning. I basically like it, but i worry that it may become absurdly strong late game: if there is another Ice token card that gives you a lot of Icetokens on something, and you have a lot of different cards, then i imagine you could easily get +10 cards on it. This issue lowers its rating for me. An easy fix in my mind would to have you choose 1 card on the ice token mat that you then draw +1 per token on that card. This still makes Glacial Village very strong in the late game, but would limit its power a bit.

It Uses the Ice token well, its just too strong at 4$ for the moment.

Rating 7/10


- Dissolve by Naitchman

This card uses Ice token rule change - When you remove the last ice token from a card, discard that card at the end of that turn.

A lab variant. If I've understood correctly, with the rule change, if you play this on say, turn 3, it freezes and then you will discard it from the freeze mat at the end of turn 4, meaning you have it back in your deck on turn 5. And if you have two dissolve in hand, you can get one of them back into the deck turn 4.

This seems like a pretty fun dance. I imagine that most decks would want to pick up a cheap lab, even with it being the only Freeze card, and it being out of your deck for some turns. I mean, i buy ride occasionally, and that's a 1 time lab.

It should work well with command cards too: they cant just play it infinitely like they can with experiments, meaning its a bit tougher of a decision.

The Rule change suggestion seems very relevant for this card: If it didn't have it i would probably have rated it lower.

I think it uses the Ice Token very well

Rating: 9/10


- Glaciate by Aquila

This card uses Ice token rule change - When you remove the last ice token from a card, discard that card at the end of that turn.

A fun non-terminal Remodel variant. The Non victory clause is very smart, as it would have been broken without it. You can remodel into anything, but you have to "overpay" with Ice tokens on the gained card. The fact that its non terminal probably makes it strong. Im not quite sure where its powerlevel is. i like that it has to be pure $ on the gained card: means you cant just gain some potion or debt cards, since they are stronger.

Its a simple and fun card. i like it. It uses the Ice Token Well, and the rule change works for this card as well, albeit its not as relevant.

9/10


- Permafrost by mathdude

This card is like hirelings Thinning Cousin. Its probably very strong, as it can, depending on your choice, be a sortof-Exiling cathedral, or Get some card you want out of Ice Mat a bit quicker. I think its probably underpriced, and should probably be priced at 6$, similar to hireling. i think i would probably get this on every board i see it even with a 6$tag.

This card would probably like the Rule change proposed by Naitchman.

8/10


- Mammoth and Discovery by Bootymancer



A peddler variant. I like it a lot thematiclly, and a 4$ peddler is neat! Discoverys extra $ seems usually pretty easy to trigger, even with no other ice token cards. Mathdudes comments about it mammoth being too easily trashed in most circumstances is true, but i dont think that's a problem, as you usually get a discovery. i cant really think of any criticisms here, i think its good..

8/10



- Ice House by Emtzalex
This one is fun! This is probably pretty good on most boards with weak thinning, and loves other ice token cards. The fact that its gained frozen means that if you open this, you will have just one gained card into your next shuffle, which seems interesting. I also give +points for coming up with a good 1$ card: Its always fun to have more of them.

If Ice house is the only ice token card, i might buy another ice house before the first one is frozen: potentially getting +4$ seems very good.

Fun use of the ice token mechanic.

9/10


- Winter Estate by scolapasta

I dont think I've seen a victory card you can overpay for! Being able to pay extra to keep it out of your deck is nice, and is something that wouldn't work the exile mat as that one is a binary "exiled or not exiled". In addition, getting a coffers or villager every time you remove ice tokens from it is neat: In a game with another ice token remover card, i imagine that you would like to remove ice tokens from winter estate, even if you run the risk into cluttering the deck.

Very good use of the ice token mat, and easy to understand.

9/10

- Frozen Mine by Xen3k
Hey this is a fun reaction! I'm one of those people that like the base game mine card, despite it not being very good, so having a cheaper alternative with a fun reaction is nice. I imagine that i would want one or two of these, but that's fine.

This probably likes to hang out with groom and capital: With groom, you can freeze estate AND get +1 card +1 Action AND get the silver to your hand, and its probably strong with capital in the end game, since you dont have to get debt from the capital if you use this, but unlike with counterfeit, you dont get extra money. 3$ is probably the right price for this: since its a silver gainer,/thinner having it be 2$ would make it too good.

Overall, a fun card with a creative reaction.

9/10


- Icehouse by The alchemist

hmmm. Im not sure why, but i dont love this card? i think it probably shouldn't be a cantrip, as having 5 of these would mean you can draw through your deck and gain a gold or something. The non victory part here is good tho: It would be absurd if you could play 4 of these and gain 4 frozen provinces.

I think i would like it more if it either gave you +2 Action OR +2 Cards: That would mean you cant just build a deck with this.

Im not sure potion should just get 1 ice token on it, but on the other hand, writing "+2 Ice tokens per Potion" would probably make this card cluttered.
Good use of the Frozen mechanic.

7/10


- by Frozen Village mxdata

A Ghost town variant. Its a lot more expensive, but can stay out of your deck a lot longer then ghost town, and is probably very good.

I like it. Good use of Ice token mechanic.

8/10


- Fur Trader by NoMoreFun
Im probably not the right person to judge this card, as i dont like embargo and this is essentially an icey embargo. But i think its a good card card, and its setup is very interesting. it basically makes it so that the cards you buy on turn 2 stay out of your deck next shuffle. However, with the current way the ice token works, the setup is rendered a bit less meaningful: after that first shuffle, this is less likely to show up, unless you have workshops. On the one hand, this would probably like the rule change proposes by some. but that rule change would also probably make it too harsh? idk

its semi attack is interesting: you could use it on your own turn to then buy a victory card and keep it out of your deck, or try to harm your opponent on their turn. Its more fun than embargo: getting curses when you try to buy something isn't fun for me, but getting the card a bit later is nailbiting i think.

I think its priced appropriately, and it being a 3$  when played is cool: there aren't many terminal golds in dominion.

I like the theming btw. and the ice mechanic use here is neat.

9/10


Runner ups:
Glaciate by Aquila
Way of the scrat by Timinou

An the winner is....
Winner is: winter Estate by scolapasta!!

There were a lot of great entries this week! i hope i did an okay job judging this. (judging this took, i think 3 hours in total invested time spread out over two days, in case anyone is wondering. not sure if that is fast or slow)
« Last Edit: May 11, 2021, 01:02:02 pm by fika monster »
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fika monster

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Re: Fan Card Mechanics Contest week 9: too COOL for school
« Reply #63 on: May 11, 2021, 09:16:04 am »
0

Judgment has been posted! Apologies for taking time
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naitchman

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Re: Fan Card Mechanics Contest week 9: too COOL for school
« Reply #64 on: May 11, 2021, 09:37:58 am »
+1

Thanks for the feedback. Just to clarify, if you played dissolve on turn 3 (without another one) you'd remove the first ice token on turn 4, and the second on turn 5, so you'd get it back at the end of turn 5 not turn 4.
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Re: Fan Card Mechanics Contest week 9: too COOL for school
« Reply #65 on: May 11, 2021, 09:57:02 am »
0

Thanks for the feedback. Just to clarify, if you played dissolve on turn 3 (without another one) you'd remove the first ice token on turn 4, and the second on turn 5, so you'd get it back at the end of turn 5 not turn 4.

ah, oops

my brain melted a bit during this contest judging, was a ton of cards too judge. i don't think it would have been my win pick even if I had understood it correctly
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Re: Fan Card Mechanics Contest week 9: too COOL for school
« Reply #66 on: May 11, 2021, 10:22:32 am »
+3

ah, oops

my brain melted a bit during this contest judging, was a ton of cards too judge. i don't think it would have been my win pick even if I had understood it correctly

The trick is to pick a less popular mechanic so that fewer people will participate.

Congrats @ scolapasta. Winter Estate was my favorite entry as well.

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Re: Fan Card Mechanics Contest week 9: too COOL for school
« Reply #67 on: May 11, 2021, 12:56:01 pm »
+1

Judgment has been posted! Apologies for taking time

Thanks for the great judging, fika monster, and for the feedback on my card.

I do have one request. Would you consider naming a runner-up, or one or two finalists? In the Hall of Fame I have posted winners and
runners-up/finalists for each contest. It's certainly not required, and there is no hurry, but if you had a sense of the one or two cards that were just behind Winter Estate, I can put them in the HoF.
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Re: Fan Card Mechanics Contest week 9: too COOL for school
« Reply #68 on: May 11, 2021, 01:02:44 pm »
0

Judgment has been posted! Apologies for taking time

Thanks for the great judging, fika monster, and for the feedback on my card.

I do have one request. Would you consider naming a runner-up, or one or two finalists? In the Hall of Fame I have posted winners and
runners-up/finalists for each contest. It's certainly not required, and there is no hurry, but if you had a sense of the one or two cards that were just behind Winter Estate, I can put them in the HoF.
added runners up, tho all 9/10s could be considered runner ups

Runner ups:
Glaciate by Aquila
Way of the scrat by Timinou
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Re: Fan Card Mechanics Contest week 9: too COOL for school
« Reply #69 on: May 11, 2021, 01:12:52 pm »
+1

Woot! This is the first time I've won any of these contests (I've had a few runners-up!)

Thanks fika monster, I thought I had a decent shot, because like i said, it felt like ice tokens would "synergize" so well with overpay on a victory card. But there were so many other good entries, I wouldn't have been surprised with receiving another runner-up either.

And interestingly enough, both my entries this week were alt-VP and both did well, so maybe I should just stick with that from now on. :)

I'll get a new contest up in a couple of days - 1) because I want to think about if I can come up with a new mechanic or I just borrow one from the almanac, 2) this contest and the weekly contest have both been ending around the same time, and (at least to me) it would be nice to stagger then a little.
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Re: Fan Card Mechanics Contest week 9: too COOL for school
« Reply #70 on: May 11, 2021, 01:14:53 pm »
0

Judgment has been posted! Apologies for taking time

Thanks for the great judging, fika monster, and for the feedback on my card.

I do have one request. Would you consider naming a runner-up, or one or two finalists? In the Hall of Fame I have posted winners and
runners-up/finalists for each contest. It's certainly not required, and there is no hurry, but if you had a sense of the one or two cards that were just behind Winter Estate, I can put them in the HoF.

I've been meaning to say thank you so much for creating and keeping the Hall of Fame post up to date! You did miss 3rd place on the "aquatic" theme week. It was your entry, so I'm thinking you may have left if off on purpose? But no reason to be humble, 3rd place is great and official and deserves a spot on the HoF.
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Re: Fan Card Mechanics Contest week 9: too COOL for school
« Reply #71 on: May 11, 2021, 01:15:23 pm »
+1

Judgment has been posted! Apologies for taking time

Thanks for the great judging, fika monster, and for the feedback on my card.

I do have one request. Would you consider naming a runner-up, or one or two finalists? In the Hall of Fame I have posted winners and
runners-up/finalists for each contest. It's certainly not required, and there is no hurry, but if you had a sense of the one or two cards that were just behind Winter Estate, I can put them in the HoF.
added runners up, tho all 9/10s could be considered runner ups

Runner ups:
Glaciate by Aquila
Way of the scrat by Timinou

Thank you!!!
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Re: Fan Card Mechanics Contest week 9: too COOL for school
« Reply #72 on: May 11, 2021, 01:34:36 pm »
+3

As people have pointed out, this mechanic is a lot of fun, and I think the contest has done a good job exploring it. I have a few more thoughts and some other cards I designed. Similar to scolapasta (and others), another great use of the mechanic I toyed with is the capacity keeping dead Victory cards out of your deck (e.g. a temporary Exile). For example:



Quote from: Arctic Expansion
Arctic Expansion -- $10
Event
Gain a Province. If you do, Freeze it six times.
                                               

A variant on Domination, instead of giving extra VP, it Freezes the Province for six turns. If bought while greening, this will likely keep the Province out for the rest of the game (or at least not hit a reshuffle). If you get a big confluence of money early on, it allows you to green early (if you have the $2 extra) without slowing your building. In the same vein:


Quote from: Let It Go
Let It Go -- $4
Action
+1 Card
+1 Action
-----
While this is in play, when you gain a Victory card, Freeze it four times.
                                 

I know I'm not the only one on here with younger kids/nieces/nephews/cousins/siblings who watched Frozen constantly a few years ago. We've had plenty of pop-culture references in this contest, and this seems like a very obvious. A variant of Groundskeeper which (like Arctic Expansion) substitutes Freezing for extra VP. This is also an example of where "Freeze [the card] x times" is a useful syntax, since it allows you to stack these, and have more than one.

Finally, the mechanic has the potential as an Attack, Freezing opponent's cards.



Quote from: Woods and Frozen Lake
Woods and Frozen Lake -- $6
Night - Duration - Attack
Until your next turn, when any other player discards an Action card from play, Freeze it twice.
At the start of your next turn, gain a Horse.
                                 


On that front, I came up with this Haunted Woods variant, which Freezes your opponent's Action cards (and is a reference to a much less commercial piece of culture).


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Re: Fan Card Mechanics Contest week 9: too COOL for school
« Reply #73 on: May 11, 2021, 03:14:47 pm »
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Woot! This is the first time I've won any of these contests (I've had a few runners-up!)

Thanks fika monster, I thought I had a decent shot, because like i said, it felt like ice tokens would "synergize" so well with overpay on a victory card. But there were so many other good entries, I wouldn't have been surprised with receiving another runner-up either.

And interestingly enough, both my entries this week were alt-VP and both did well, so maybe I should just stick with that from now on. :)

I'll get a new contest up in a couple of days - 1) because I want to think about if I can come up with a new mechanic or I just borrow one from the almanac, 2) this contest and the weekly contest have both been ending around the same time, and (at least to me) it would be nice to stagger then a little.

Glad to hear your happy! i forgot to mention it, but I think I would have rated the "vp overpay" version and 8 or 7 out of ten: That one would have ran the risk of dragging the game too much, and for some reason, the coffer and villager version seems better too me. But I like that version as well, just not as much
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Re: Fan Card Mechanics Contest week 9: too COOL for school
« Reply #74 on: May 11, 2021, 06:37:50 pm »
+3


This is another card I thought of with this mechanic. You can set an action card to sleep and reactivate on a precise schedule. The benefit is you get to continuously play it every three turns, the downside is it's no longer in your deck. Can also be used to get rid of actions you no longer need (moneylender, witch, etc.).
« Last Edit: May 11, 2021, 06:39:37 pm by naitchman »
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