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Author Topic: Fan Card Mechanics Week 31: Putting The Cart Before...  (Read 3973 times)

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Joxeft

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Re: Fan Card Mechanics Week 31: Putting The Cart Before...
« Reply #25 on: March 16, 2022, 07:52:57 pm »
+4



Feedback is appreciated.
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Commodore Chuckles

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Re: Fan Card Mechanics Week 31: Putting The Cart Before...
« Reply #26 on: March 16, 2022, 09:56:28 pm »
+5

Also, I think the name should be Cartmen's Guild?  Cart's Men Guild sounds weird.

Cartman's Guild
If you are losing, you may pay a Favor to say "Screw you guys, I'm out of here!" and resign.
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Xen3k

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Re: Fan Card Mechanics Week 31: Putting The Cart Before...
« Reply #27 on: March 17, 2022, 05:35:53 pm »
+2

SUBMISSIONS CLOSED

I'll try and get the results out today, but may take until the end of tomorrow.
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Xen3k

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Re: Fan Card Mechanics Week 31: Putting The Cart Before...
« Reply #28 on: March 18, 2022, 12:55:45 pm »
+5

Fan Card Mechanics Week 31: Putting The Cart Before...
Thank you to everyone who participated in this design challenge. There are a bunch of great ideas in these entries and I had fun going over them. I really had difficulty narrowing down the candidates to just four entries. I hope you all enjoyed yourselves!
Without further delay.

Results

Sweets Shop by Augie279
Quote
Sweets Shop - $3
Action
+1 Buy
Draw until you have 6 cards in hand.
During your Buy phase this turn, you can buy Carts.
-----
When this is in play, Carts cost $2 less.

Sweets Shop is a terminal draw to 6 card that allows you to purchase Carts. It also reduces the cost of Carts. I really like the interaction between Carts and "Draw to..." cards. I don't like the cost reduction, and having it drop the cost of Carts to $0 with 2 of these in play seems busted, even with the limited size of the Cart pile. I think at $3, this card does a bit too much, but dropping the cost reduction feels more balanced. I wouldn't mind trying out a few other versions of this to see how they play. Good job!

Advocatus by emtzalex
Quote
Advocatus - $5
Action
+3 Cards
Choose one: +1 Buy; or you may discard an Action card to gain a Cart.

Advocatus is a Smithy+. I really like this card. Carts work well with terminal draw, and the ability to discard an Action card for a Cart after drawing 3 terminally is a great idea. Not much feedback here, but this is a solid design.

  Garbage Day by lompeluiten
Quote
Garbage day - $3
Event
You may trash a card in play.
Trash an action card from the suply.
+1 buy
Gain an cart

Garbage day is an Event that is similar to Bonfire and Ride (only for Carts). This is doing some really cool stuff. In addition to getting you a Cart and trashing junk in play, it trashes an Action card from the supply. This does a few things, it progresses the game state closer to a 3 pile ending, combos with cards like Necromancer, and it works to power up Carts. I really like this. I am unsure how balanced it is at $3, but the +1 Buy can always be removed if it appears to be too easy to use during playtesting.

Cart Renew by Carline
Quote
Cart Renew - $5
Action - Duration
Now and at the start of your next turn: gain a Cart.
-----
While this is in play, when you play a Cart, don't return it to its pile.

Cart Renew is a Duration source of Carts that allows you to keep the Carts in your deck instead of returning them to their pile when played. I have always liked this concept of keeping temporary cards around. I am unsure how annoying this will be for others that are unable to get new Carts with the pile being limited, but if Cart Renew is the only source of Carts it will just become a bit of a race for the Carts. Good solid design.

Farrier by Timinou
Quote
Farrier - $4
Action
Gain a card costing up to $4. If it costs $3 or less, gain a Horse. Gain a Cart.

Farrier is a Workshop+. I really like the idea of a getting a bunch of Carts and Horses in my deck. It may be a little undercosted, but that would be something to figure during playtesting. Really nice design.

Roadway by NoMoreFun
Quote
Roadway - $5
Action
Gain a Cart.
Gain a card costing less than this. You may put it in your hand. If you did, each other player gains a copy of that card.


Roadway is another gainer like Farrier. This one is closer to the likes of Falconer. I like that every player gets the card gained if you get it to your hand and the price seems spot on with that drawback, however I am unsure if the wording is right for how you intend it to function. As it is right now, it is not optional for the other players to gain a copy of the card gained to hand. That seems more like an Attack, and so the card should get that type if that is how it is intended to function. If the intention is to be an optional gain for other players, the text should be updated to reflect that. Really good design either way.

Salt Merchant by spineflu
Quote
Salt Merchant - $5
Action - Attack
Trash an Action from the Supply.
Each other player discards a copy of it from their hand (or reveals they can't).
For each additional type it has, gain a Cart.

Salt Merchant is a really cool hand size attack card. It enables itself by having more than one type, which also protects the player from Salt Merchants. A really innovative attack. I also like how it powers up Carts by getting rid of cards in the supply as part of it's attack. I can see the Cart gaining portion of the card taking a back seat to the targeted discard attack in some kingdoms, especially if Salt Merchant is the only Action card with additional types, but I really like the strategic choices this poses. Great design!

Cartmen's Guild by fika monster
Quote
Cartmen's Guild
Ally
At the start of your turn, you may spend 2 Favors to put a cart into your hand.

Cartmen's Guild is a simple Ally that gains a Cart to your hand at the start of your turn. I agree that 2 Favors is probably the right price, but gaining it to your hand may make Liaisons pretty centralizing. I do like the choice between getting the early boost from Carts, or saving some Favors for later after powering up the Carts. If playtesting shows it is too centralizing you can always bump up the Favor cost. Good design.

Way of the Workhorse by Joxeft
Quote
Way of the Workhorse
Way
Gain a cart.

Way of the Workhorse is a simple Way that gets Carts. Getting both Way of the Ox and Sheep, but delayed, seems really strong, but I feel that delay balances this pretty well. I can also see this becoming a Cart race as playing a Cart, returning it, then playing a Cart as Way of the Workhorse sounds like some fun. Could become annoying for those that were late to get Carts. Great simple design!


Runners-Up
Advocatus by emtzalex
Garbage Day by lompeluiten
Way of the Workhorse by Joxeft

Winner
Salt Merchant by spineflu
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fika monster

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Re: Fan Card Mechanics Week 31: Putting The Cart Before...
« Reply #29 on: March 18, 2022, 04:31:16 pm »
+1

nice! congrats spineflue!

Realized that i could probably have nerfedy card a bit by writing "at the start of your turn, you may spend favor to put a cart on top of ypur deck"

That way, it would actually cost a draw instead of having no drawback. and you cant just gain it to your hand to save an terminal hand: you would need to anticipate it.

would also have fun interactions with Plaza, and other "discards topdeck/play it" cards
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spineflu

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Re: Fan Card Mechanics Week 31: Putting The Cart Before...
« Reply #30 on: March 18, 2022, 06:12:16 pm »
+2

oh wild, thanks Xen3k! I think I'm going to just do the season 3 closer/combinatoric thing for mine, but if anyone has any suggestions, feel free to throw them my way via DM. Otherwise I'll post the new contest tomorrow at noon EDT.
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spineflu

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Re: Fan Card Mechanics Week 31: Putting The Cart Before...
« Reply #31 on: March 18, 2022, 06:27:10 pm »
+1

Salt Merchant • $5 • Action - Attack
Trash an Action from the Supply.
Each other player discards a copy of it from their hand (or reveals they can't).
For each additional type it has, gain a Cart.

interesting card: how come it costs 5$ and not 4$?

Im not sure why, but it feels like it lacking something. can't pinpoint it.

just saw this; $5 because I don't want people opening with it, across the board. It's going to lead to some real 3-pile games if people go hard on these, and since the discard attack is unlimited (that is, if you double-KC one, miss the first play, but get to see the opponent's all-action hand, you'll be able to discard their whole hand by strategically nixing/trashing each action they've got). So $5 keeps it in the "use it as a cart gainer and enabler" territory, rather than "use it for infinity turns" (not that I don't think people can still do that, but it's harder, right? and there's at least a ramp-up to it.)
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