Dominion Strategy Forum

Please login or register.

Login with username, password and session length
Pages: 1 2 3 4 [All]

Author Topic: Weekly Design Contest 118: Short and Sweet!  (Read 12140 times)

0 Members and 1 Guest are viewing this topic.

MochaMoko

  • Salvager
  • ****
  • Offline Offline
  • Posts: 64
  • Shuffle iT Username: MochaMoko
  • Respect: +129
    • View Profile
Weekly Design Contest 118: Short and Sweet!
« on: June 15, 2021, 05:05:57 pm »
+4

WDC #118: Short and Sweet!
Design a simple card that uses up to 1 official expansion-specific mechanic.
For this week, I'd like to see some short and simple cards! Here are the guidelines:

・No more than ~20 words, or 5 lines.
   For this, I’ll count + amounts (+①, +2 Actions, +1 Coffers) as one word.
・Up to 1 official expansion-specific mechanic (you can also include 0)
   I’m not going to list all the expansion-specific mechanics (there are a lot), but for example, we’ve got Debt, Coffers/Villagers, Looters, Night cards, Spirits, Boons, VP tokens… some of these (VP tokens, Coffers) are in multiple expansions, but they are specific to both expansions. Duration cards are not expansion-specific anymore. And as fun as making your own mechanics is, I’d rather not see those for this week.
・Cut the extra stuff!
   For simplicity, I just want to see one Supply pile from you. No cards out of Supply, no mixed piles with tons of cards. I only want to have to read one card worth of information in order to figure out what’s going on. If it's part of an already-existing mechanic, then I'll allow it as your mechanic. I think Travellers are a bit too much, though. No Travellers this week, sorry.

That’s it! The world is yours! There’s a lot of design space out there!
In regards to the guidelines, you may push the boundaries slightly, and I’ll tell you if I think it’s too much. If you’re adhering to the spirit of simplicity, I’ll probably give you the pass.

For Events, Landmarks, Projects, Ways, States, and Artifacts (am I missing any other landscapes? haha):
・Events may use any singular expansion-specific mechanic.
・Landmarks may only use VP and Debt; Projects may only use Coffers and Villagers; Ways may only use Exile. They are landscape mechanics specific to their respective expansions, but they may use the mechanics that Donald X. has used with them.
・States and Artifacts are already their own specific mechanic, so please do not include any other mechanic with them.
・For example, Fool would not follow the guidelines, because it includes Boons, a State, and an Heirloom.
・Hexes only have to include Hex States by necessity, so if you want to use Hexes as your mechanic, you may; similarly, Boons only include Will-o-Wisp by necessity; you may use Boons as your mechanic as well.

Judging will be based on how interesting and balanced I think the card is. Try not to go too crazy! Extra points if I think it could be in an official expansion.

The deadline will be in a week, midnight UTC of 23 June (end of Tuesday), or 24 hours after I give the 24 hour warning, whichever comes later. 

Happy card designing! I’m looking forward to seeing what you all have to offer!

« Last Edit: June 15, 2021, 05:08:49 pm by MochaMoko »
Logged

kru5h

  • Tactician
  • *****
  • Online Online
  • Posts: 402
  • Respect: +391
    • View Profile
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #1 on: June 15, 2021, 08:27:22 pm »
+6

My entry:

Grand Workshop


Priced competitively with Artisan and Altar. Doesn't empty piles too quickly since it's so expensive.
« Last Edit: June 15, 2021, 08:37:57 pm by kru5h »
Logged

spineflu

  • Saboteur
  • *****
  • Offline Offline
  • Posts: 1365
  • Shuffle iT Username: spineflu
  • Head Empty, Heart Worms, Can't Lose
  • Respect: +1353
    • View Profile
    • my instagram, where i paint things
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #2 on: June 15, 2021, 10:28:56 pm »
+4


Quote
Oblige • $2 • Event
Trash a Treasure from your hand. If you did, gain a Will-O'-Wisp.

Concept is "remodel into will-o-wisp".
Balance is "do I trash coppers for a card that draws coppers better? or do I trash a ''better'' treasure for them?"
I initially had this at $3 but then I remembered it's essentially $1 more expensive since you have to hold back a treasure.
Logged

MochaMoko

  • Salvager
  • ****
  • Offline Offline
  • Posts: 64
  • Shuffle iT Username: MochaMoko
  • Respect: +129
    • View Profile
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #3 on: June 16, 2021, 12:15:43 am »
0

Hi, reporting in! I haven't seen many other contest judgers talk about their opinions on the submitted cards during the submission period; if this isn't looked well upon, I won't continue doing this, but I would like to give feedback on the cards beforehand (not just about eligibility). Just like with feedback from other fellow creators, this is meant as material for the card creators to consider when thinking about improving their submission. I like seeing cool and balanced cards! Future me can worry about having too many good cards to choose from when judging.

Quote from: kru5h
Grand Workshop
⑥ Action
Gain a card costing up to
⑤. If it costs ④ or less,
gain a copy of it.

This looks like a strong gainer. It may not pile things immediately, but oh boy when we're building I can see that pile pressure being real. It sure lives up to its name.
I've made a ⑤-cost gainer for ⑥ that cares about cost of gained card. This is another interesting take.

Quote from: spineflu
Oblige$2 • Event
Trash a Treasure from your hand. If you did,
gain a Will-O'-Wisp.

Well. I'd love to double-open this. Trash 2 cards, gain two cards that draw? Gimme gimme gimme. It's like Bonfire, except instead of losing the second Copper, you just draw it with the Wisp* (not always, but you know). The thing about Will-o-Wisps is that having a ton of them means that they draw each other. Who needs Coppers to help them draw, they're just a stack of Labs. I like the idea, but it's too strong.
Logged

Gubump

  • Board Moderator
  • *
  • Offline Offline
  • Posts: 1537
  • Shuffle iT Username: Gubump
  • Respect: +1683
    • View Profile
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #4 on: June 16, 2021, 12:32:22 am »
+9

Hi, reporting in! I haven't seen many other contest judgers talk about their opinions on the submitted cards during the submission period; if this isn't looked well upon, I won't continue doing this, but I would like to give feedback on the cards beforehand (not just about eligibility). Just like with feedback from other fellow creators, this is meant as material for the card creators to consider when thinking about improving their submission. I like seeing cool and balanced cards! Future me can worry about having too many good cards to choose from when judging.

Quote from: kru5h
Grand Workshop
⑥ Action
Gain a card costing up to
⑤. If it costs ④ or less,
gain a copy of it.

This looks like a strong gainer. It may not pile things immediately, but oh boy when we're building I can see that pile pressure being real. It sure lives up to its name.
I've made a ⑤-cost gainer for ⑥ that cares about cost of gained card. This is another interesting take.

Quote from: spineflu
Oblige$2 • Event
Trash a Treasure from your hand. If you did,
gain a Will-O'-Wisp.

Well. I'd love to double-open this. Trash 2 cards, gain two cards that draw? Gimme gimme gimme. It's like Bonfire, except instead of losing the second Copper, you just draw it with the Wisp* (not always, but you know). The thing about Will-o-Wisps is that having a ton of them means that they draw each other. Who needs Coppers to help them draw, they're just a stack of Labs. I like the idea, but it's too strong.

For future reference, I feel like the judge giving feedback before the judging gives certain people an unfair advantage. I'd prefer if judges refrain from giving feedback to contestants before judging time. The exception is if the wording is unclear; you can't judge a card properly if you don't know what it does, so wording feedback is necessary. Balance and interesting-ness feedback not so much.
« Last Edit: June 16, 2021, 12:35:21 am by Gubump »
Logged
All of my fan card mockups are credited to Shard of Honor and his Dominion Card Image Generator (the new fork).
If you're having font issues with the generator, click this link and click on the button to request temporary access to the demo server that loads the font.

MochaMoko

  • Salvager
  • ****
  • Offline Offline
  • Posts: 64
  • Shuffle iT Username: MochaMoko
  • Respect: +129
    • View Profile
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #5 on: June 16, 2021, 12:41:13 am »
+4

For future reference, I feel like the judge giving feedback before the judging gives certain people an unfair advantage. I'd prefer if judges refrain from giving feedback to contestants before judging time. The exception is if the wording is unclear; you can't judge a card properly if you don't know what it does, so wording feedback is necessary. Balance and interesting-ness feedback not so much.

Very well. I'll keep myself from commenting on these kinds of issues then.
I'll say additionally, though, that spineflu's card might want to have a "You may" for accountability issues (See Advance's text for reference). There's plenty of space; and even if it would bump the word count above, I'd allow it.
Logged

mandioca15

  • Moneylender
  • ****
  • Offline Offline
  • Posts: 168
  • Respect: +237
    • View Profile
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #6 on: June 16, 2021, 03:08:23 am »
+1

Violin (Treasure, $6)

+$2
+1 Card per Violin you have in play (including this).

You may play an Action card from your hand.
Logged

LastFootnote

  • Adventurer
  • ******
  • Offline Offline
  • Posts: 7495
  • Shuffle iT Username: LastFootnote
  • Respect: +10722
    • View Profile
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #7 on: June 16, 2021, 10:07:41 am »
+6



Quote
Knave: Action, $5
Reveal your hand. Discard a card per Treasure you revealed. Gain a Gold to your hand.
« Last Edit: June 16, 2021, 04:40:25 pm by LastFootnote »
Logged

emtzalex

  • Jester
  • *****
  • Offline Offline
  • Posts: 840
  • Respect: +1453
    • View Profile
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #8 on: June 16, 2021, 11:30:18 am »
+2

My Submission:


Quote from: Greed Heir
GREEDY HEIR -- $3
ACTION
+1 Card
+1 Action
+1 Buy


When you gain this, take the Will.
                   
     

Quote from: Will
WILL
ARTIFACT
4VP

Greedy Heir is a simple card, but with a lot of interesting interactions (I think). It's not a very good card to have, but if you gain it at thr right time, the reward can be substantial. The last player to gain the card gets a 4VP bonus (without having to put a Victory card into their deck), so there is a lot of incentive to be that person. In most games (without gain-from-trash or return-to-Supply), that will mean being the last to buy or gain the card from the Supply; either by buying the last copy, or buy buying a copy just before the game ends. To avoid giving another players the last copy, a player would not want to buy the second-to-last copy. But, with all of those +Buys out there, a player might very well buy the last 2 copies at once. That might advise leaving 3 in the pile, but even then a player might use two Heirs and $9 to get all three (especially when dealing with a Penultimate Province issue, and not being able to get two Duchy's). Of course, players might opt to lay off the cards entirely early along, but late in the game they might be jonesing for that +Buy when they have to decide whether to forego a better purchase (instead of being able to buy an heir and something else).

I think this qualifies. Your OP seems to include the possibility of using an Artifact, which would inherently require some card for that Artifact to interact with, so I hope this doesn't violate the only-one-card-to-read rule. I tried to find Renaissance to keep it thematically coherent with that expansion.
Logged
he/him/his

Thanks to Shard of Honor for his Extended Version of the Dominion Card Image Generator, which I use to mock up my fan cards, and to Violet CLM, who made the original.

spineflu

  • Saboteur
  • *****
  • Offline Offline
  • Posts: 1365
  • Shuffle iT Username: spineflu
  • Head Empty, Heart Worms, Can't Lose
  • Respect: +1353
    • View Profile
    • my instagram, where i paint things
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #9 on: June 16, 2021, 02:34:41 pm »
+2

Hi, reporting in! I haven't seen many other contest judgers talk about their opinions on the submitted cards during the submission period; if this isn't looked well upon, I won't continue doing this, but I would like to give feedback on the cards beforehand (not just about eligibility). Just like with feedback from other fellow creators, this is meant as material for the card creators to consider when thinking about improving their submission. I like seeing cool and balanced cards! Future me can worry about having too many good cards to choose from when judging.

Quote from: kru5h
Grand Workshop
⑥ Action
Gain a card costing up to
⑤. If it costs ④ or less,
gain a copy of it.

This looks like a strong gainer. It may not pile things immediately, but oh boy when we're building I can see that pile pressure being real. It sure lives up to its name.
I've made a ⑤-cost gainer for ⑥ that cares about cost of gained card. This is another interesting take.

Quote from: spineflu
Oblige$2 • Event
Trash a Treasure from your hand. If you did,
gain a Will-O'-Wisp.

Well. I'd love to double-open this. Trash 2 cards, gain two cards that draw? Gimme gimme gimme. It's like Bonfire, except instead of losing the second Copper, you just draw it with the Wisp* (not always, but you know). The thing about Will-o-Wisps is that having a ton of them means that they draw each other. Who needs Coppers to help them draw, they're just a stack of Labs. I like the idea, but it's too strong.

For future reference, I feel like the judge giving feedback before the judging gives certain people an unfair advantage. I'd prefer if judges refrain from giving feedback to contestants before judging time. The exception is if the wording is unclear; you can't judge a card properly if you don't know what it does, so wording feedback is necessary. Balance and interesting-ness feedback not so much.

On the other hand,
I feel like it evens out the advantage that late-submitters have, where they see other people's ideas and can kind of iterate with them until they turn into something better. It's still on me to edit my submission into something more palatable (i personally think the double open on Oblige would be on par with opening Mint, eliminating too much of your economy that you have to rebuild on subsequent turns, but that's what I should really be testing for), but it's MochaMoko's contest to run and judge - no one makes a fuss when a non-judge does it (it's usually really valuable when, say, Fragasnap does one of their famous compendium posts), why not give people a sense of where they stand so they can fix their cards?
Like, we say in the "what do I do when I win" post: it's your contest to run. Why change that for pre-emptive "whoa whoa whoa, don't do that" posts?




didn't wanna do the trailer park boys joke, to thematically tie it to highway/bridge?





Quote
Oblige • $2 • Event
Trash a Treasure from your hand. If you did, gain a Will-O'-Wisp.

Concept is "remodel into will-o-wisp".
Balance is "do I trash coppers for a card that draws coppers better? or do I trash a ''better'' treasure for them?"
I initially had this at $3 but then I remembered it's essentially $1 more expensive since you have to hold back a treasure.
Gonna replace my entry with this:

Quote
Sycophant • $2 • Action
+1 Card
+1 Action
Reveal the top card of your deck. If it's a Sycophant, put it in your hand.

Pile is 16 deep, doesn't scale on player count.
Did you know Syncophant only has one 'n' in it? I didn't.
« Last Edit: June 16, 2021, 02:48:12 pm by spineflu »
Logged

MochaMoko

  • Salvager
  • ****
  • Offline Offline
  • Posts: 64
  • Shuffle iT Username: MochaMoko
  • Respect: +129
    • View Profile
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #10 on: June 16, 2021, 02:59:59 pm »
+1

I think this qualifies. Your OP seems to include the possibility of using an Artifact, which would inherently require some card for that Artifact to interact with, so I hope this doesn't violate the only-one-card-to-read rule. I tried to find Renaissance to keep it thematically coherent with that expansion.

You're good! All of these submissions are coming out to be nice and simple. Yes!

Knave: Action, $5
Reveal your hand and discard a card per Treasure you revealed. Gain a Gold to your hand.

No problems with your submission eligibility-wise. I think it would read nicer and be more consistent with, say, City Quarter and Crossroads, if it were "Reveal your hand. Discard a card per Treasure card revealed."
Logged

anordinaryman

  • Duke
  • *****
  • Offline Offline
  • Posts: 375
  • Respect: +531
    • View Profile
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #11 on: June 16, 2021, 03:39:57 pm »
+8


edit on june 23rd: my previous file hosting site went down so switched to imgur

Quote
Charge | Event | $8
Once per game:
Play the top card of each Action Supply pile in any order, leaving them there.
Edit: cost changed to $8

Wow, this is probably the most bonkers idea I've submitted. Simple, but totally out of control.
I will point out that this card isn't very strategic at all, in almost every game it's pretty clear if you want to buy this, and if you, you're going to want to buy this as soon as you can. The point of this event is it's just a fun thing to do. But we have to limit it to once a game, because then it's broken in some Kingdoms. In games with multiple attacks that stack, you likely want to rush $8 to get this, that's pretty much as far as this goes, strategically. Of course there's cases like Beggar and no trashing, or lots of virtual money but no +buy or gainers that make you think twice about buying this.

In tests with random kingdoms, this works well. Because it happens once, I decided to let it go full-wild (no restrictions on Duration cards -- the buyer will remember and it's easy because they can just look at the entire Supply on their next turn, and no restrictions on Commands -- it wasn't as confusing as I'd thought it'd be).

Open to feedback. I think this counts as simple for the contest? Even if the effect can be complicated.
« Last Edit: June 23, 2021, 02:37:02 pm by anordinaryman »
Logged

Chappy7

  • Minion
  • *****
  • Offline Offline
  • Posts: 542
  • Shuffle iT Username: Chappy7
  • Respect: +661
    • View Profile
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #12 on: June 16, 2021, 03:57:16 pm »
+2



Hopefully the 21 words is okay.  Funny enough, this would have qualified last week too.  Anyway, in a normal game this could end up being +2 Cards and +$3, which is cool.  Obviously with Platinum, Capitol, or other treasures it could be better.  If you don't get your deck trim enough, or if you don't get lucky, it could end up being +2 Cards +$1.  Not nearly as cool.  You can get yourself some Golds to help it work, but the Coppers could get in the way.
Logged

spineflu

  • Saboteur
  • *****
  • Offline Offline
  • Posts: 1365
  • Shuffle iT Username: spineflu
  • Head Empty, Heart Worms, Can't Lose
  • Respect: +1353
    • View Profile
    • my instagram, where i paint things
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #13 on: June 16, 2021, 04:06:00 pm »
+1



Quote
Charge | Event | $10
Once per game:
Play the top card of each Action Supply pile in any order, leaving them there.

Wow, this is probably the most bonkers idea I've submitted. Simple, but totally out of control.
I will point out that this card isn't very strategic at all, in almost every game you're going to want to buy this, and you're going to want to buy this as soon as you can. The point of this event is it's just a fun thing to do. But we have to limit it to once a game, because then it's broken. In games with multiple attacks, you likely want to rush $10 to get this, that's pretty much as far as this goes, strategically. Of course there's cases like Beggar and no trashing, or lots of virtual money but no +buy or gainers that make you think twice about buying this.

In tests with random kingdoms, this works well. Because it happens once, I decided to let it go full-wild (no restrictions on Duration cards -- the buyer will remember and it's easy because they can just look at the entire Supply on their next turn, and no restrictions on Commands -- it wasn't as confusing as I'd thought it'd be).

Open to feedback. I think this counts as simple for the contest? Even if the effect can be complicated.
wild that this can play fortune if you've thinned the gladiators, since thats an Action supply pile.
Logged

faust

  • Board Moderator
  • *
  • Offline Offline
  • Posts: 3384
  • Shuffle iT Username: faust
  • Respect: +5160
    • View Profile
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #14 on: June 16, 2021, 04:20:43 pm »
+1



Quote
Charge | Event | $10
Once per game:
Play the top card of each Action Supply pile in any order, leaving them there.

Wow, this is probably the most bonkers idea I've submitted. Simple, but totally out of control.
I will point out that this card isn't very strategic at all, in almost every game you're going to want to buy this, and you're going to want to buy this as soon as you can. The point of this event is it's just a fun thing to do. But we have to limit it to once a game, because then it's broken. In games with multiple attacks, you likely want to rush $10 to get this, that's pretty much as far as this goes, strategically. Of course there's cases like Beggar and no trashing, or lots of virtual money but no +buy or gainers that make you think twice about buying this.
You seem to think that this card is very strong, but I feel it's overpriced. A lot of Actions are pretty useless when played during the buy phase, I don't think there are many boards where you'd get enough value out of this to buy it at all. It also looks kind of sorry compared to Populate. If this returned you to your Action phase, it might be a different story.
Logged
You say the ocean's rising, like I give a shit
You say the whole world's ending, honey it already did

anordinaryman

  • Duke
  • *****
  • Offline Offline
  • Posts: 375
  • Respect: +531
    • View Profile
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #15 on: June 16, 2021, 04:27:20 pm »
+2



Quote
Charge | Event | $10
Once per game:
Play the top card of each Action Supply pile in any order, leaving them there.

Wow, this is probably the most bonkers idea I've submitted. Simple, but totally out of control.
I will point out that this card isn't very strategic at all, in almost every game you're going to want to buy this, and you're going to want to buy this as soon as you can. The point of this event is it's just a fun thing to do. But we have to limit it to once a game, because then it's broken. In games with multiple attacks, you likely want to rush $10 to get this, that's pretty much as far as this goes, strategically. Of course there's cases like Beggar and no trashing, or lots of virtual money but no +buy or gainers that make you think twice about buying this.
You seem to think that this card is very strong, but I feel it's overpriced. A lot of Actions are pretty useless when played during the buy phase, I don't think there are many boards where you'd get enough value out of this to buy it at all. It also looks kind of sorry compared to Populate. If this returned you to your Action phase, it might be a different story.

I looked at Reddit's last three weekly design contests and it was super powerful and totally worth 10. But Events (especially one-time-buy events) can be priced cheaper. Thanks for your feedback, I'll consider it!

Edit: considered and decided to re-price at $8



Hopefully the 21 words is okay.  Funny enough, this would have qualified last week too.  Anyway, in a normal game this could end up being +2 Cards and +$3, which is cool.  Obviously with Platinum, Capitol, or other treasures it could be better.  If you don't get your deck trim enough, or if you don't get lucky, it could end up being +2 Cards +$1.  Not nearly as cool.  You can get yourself some Golds to help it work, but the Coppers could get in the way.

This has an issue: it forces dominion players to be honest. What if they don't have any treasures in their hand? It should have a "or you may play" but then this makes the card 23 words and is probably less likely to qualify.
I think this is a little more powerful than you anticipate. You want this in games where you want Treasures, and in games where you want treasures, you're very likely to have at least a silver or better in a random 6 card hand. So this card is usually going to be at least as good as "+2 Cards +2$"
You could try 5 and make the gold gaining not self-junk you. It would fit in 20 words:
Quote
+2 Cards. Choose one: gain a gold; or you may play a Treasure from your hand twice


 . . .
wild that this can play fortune if you've thinned the gladiators, since thats an Action supply pile.
Wow! That's pretty cool!
Unfortunately, it's not likely to be that amazing. If the Gladiators are exposed, you probably already played a Fortune that turn. The best case would probably be that Gladiators are NOT exposed, one of the supply cards is a gainer and you play that before the Gladiator/Fortune pile so that the Fortune is now revealed for you to play with Charge. Then you use that money and +buy from the Fortune to buy your first actual Fortune. Hoping you have at least $4 leftover after buying Charge.


Gonna replace my entry with this:

Quote
Sycophant • $2 • Action
+1 Card
+1 Action
Reveal the top card of your deck. If it's a Sycophant, put it in your hand.

Pile is 16 deep, doesn't scale on player count.
Did you know Syncophant only has one 'n' in it? I didn't.

I love this idea!! I don't think it needs to have 16 cards in it, though.
Logged

LastFootnote

  • Adventurer
  • ******
  • Offline Offline
  • Posts: 7495
  • Shuffle iT Username: LastFootnote
  • Respect: +10722
    • View Profile
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #16 on: June 16, 2021, 04:30:14 pm »
0

Knave: Action, $5
Reveal your hand and discard a card per Treasure you revealed. Gain a Gold to your hand.

No problems with your submission eligibility-wise. I think it would read nicer and be more consistent with, say, City Quarter and Crossroads, if it were "Reveal your hand. Discard a card per Treasure card revealed."

I think I agree. I'll make that change soon.
Logged

faust

  • Board Moderator
  • *
  • Offline Offline
  • Posts: 3384
  • Shuffle iT Username: faust
  • Respect: +5160
    • View Profile
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #17 on: June 16, 2021, 04:39:26 pm »
0



Quote
Charge | Event | $10
Once per game:
Play the top card of each Action Supply pile in any order, leaving them there.

Wow, this is probably the most bonkers idea I've submitted. Simple, but totally out of control.
I will point out that this card isn't very strategic at all, in almost every game you're going to want to buy this, and you're going to want to buy this as soon as you can. The point of this event is it's just a fun thing to do. But we have to limit it to once a game, because then it's broken. In games with multiple attacks, you likely want to rush $10 to get this, that's pretty much as far as this goes, strategically. Of course there's cases like Beggar and no trashing, or lots of virtual money but no +buy or gainers that make you think twice about buying this.
You seem to think that this card is very strong, but I feel it's overpriced. A lot of Actions are pretty useless when played during the buy phase, I don't think there are many boards where you'd get enough value out of this to buy it at all. It also looks kind of sorry compared to Populate. If this returned you to your Action phase, it might be a different story.

I looked at Reddit's last three weekly design contests and it was super powerful and totally worth 10. But Events (especially one-time-buy events) can be priced cheaper. Thanks for your feedback, I'll consider it!

Edit: considered and decided to re-price at $8
Dunno. I just played 3 games imagining this was in the kingdom - it was clearly not worth going for this in any of them (not even the one with Way of the Sheep). Don't think $8 would have fixed this. A problem I noticed is that without +buy even the money you get from it is useless.
« Last Edit: June 16, 2021, 04:41:29 pm by faust »
Logged
You say the ocean's rising, like I give a shit
You say the whole world's ending, honey it already did

Gubump

  • Board Moderator
  • *
  • Offline Offline
  • Posts: 1537
  • Shuffle iT Username: Gubump
  • Respect: +1683
    • View Profile
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #18 on: June 16, 2021, 04:58:17 pm »
+4

Logged
All of my fan card mockups are credited to Shard of Honor and his Dominion Card Image Generator (the new fork).
If you're having font issues with the generator, click this link and click on the button to request temporary access to the demo server that loads the font.

anordinaryman

  • Duke
  • *****
  • Offline Offline
  • Posts: 375
  • Respect: +531
    • View Profile
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #19 on: June 16, 2021, 06:04:46 pm »
+2



Quote
Charge | Event | $10
Once per game:
Play the top card of each Action Supply pile in any order, leaving them there.

Wow, this is probably the most bonkers idea I've submitted. Simple, but totally out of control.
I will point out that this card isn't very strategic at all, in almost every game you're going to want to buy this, and you're going to want to buy this as soon as you can. The point of this event is it's just a fun thing to do. But we have to limit it to once a game, because then it's broken. In games with multiple attacks, you likely want to rush $10 to get this, that's pretty much as far as this goes, strategically. Of course there's cases like Beggar and no trashing, or lots of virtual money but no +buy or gainers that make you think twice about buying this.
You seem to think that this card is very strong, but I feel it's overpriced. A lot of Actions are pretty useless when played during the buy phase, I don't think there are many boards where you'd get enough value out of this to buy it at all. It also looks kind of sorry compared to Populate. If this returned you to your Action phase, it might be a different story.

I looked at Reddit's last three weekly design contests and it was super powerful and totally worth 10. But Events (especially one-time-buy events) can be priced cheaper. Thanks for your feedback, I'll consider it!

Edit: considered and decided to re-price at $8
Dunno. I just played 3 games imagining this was in the kingdom - it was clearly not worth going for this in any of them (not even the one with Way of the Sheep). Don't think $8 would have fixed this. A problem I noticed is that without +buy even the money you get from it is useless.
In games where there is no +buy in the supply, building is not very useful. Of course a high-cost event wouldn't be useful for those kingdoms.

But it troubles me that you found 3 kingdoms it doesn't work in, so I did more investigation to increase my sample size.
 Let's look at what Charge roughly does in the pre-made Menagerie Kingdoms (http://wiki.dominionstrategy.com/index.php/Menagerie_(expansion)). It's more powerful than what I'm saying because I'm making particular choices of how to play cards for this exercise.

Intro to Horses:  +$9, you can likely trash a gained horse with scrap to get a buy so this pays for itself, gain two horses, you may trash a card, you get +3cards +1buy at start of next turn. Incredibly worth it. And I ignored way of the sheep which could make it even better.

Intro to Exile: +2$ +2buy, gain a card costing up to $4, may gain a silver, at start of next turn play a card three times, Cardinal attack opponents, exile 1-2 cards from hand. The money roughly makes this essentially cost $6 to attack opponents, and set up a mastermind for next turn, and exile some cards from hand. Not as good as previous one, but still potentially worth it depending on the state of the game.

Pony Express: +$3 +1buy, gain a card costing up to $5, +2 Horses, +3 cards +1 buy at start of next turn, you may Mine a card. If you were going to buy any card for $5, this pays for itself. This is absolutely worth it on a turn you don't want to buy another Artisan. Way of the Seal makes this even crazier it could be +$6 instead and then is of course a no brainer.

Garden of Cats:  Displace a card, +2 Buy, scrap, gain a gold. Well, this is kind of like a super expensive farmland/TravellingFair/Gold. Probably not worth it.

Dog and Pony Show: Gain 4 horses, Torturer Attack, +$5 +1 Buy,  Upgrade a card, you may trash from hand. With the $ and buy this essentailly costs $3 for 3 horses, a torturer attack and an upgrade. An insanely good deal.

Explosions: +$6, you can scrap to get +buy, Replace and Lurker (good combo), Coven attack, Courtyard to set up next turn. Eh, this one is possibly worth it. But, if we factor in Way of the Squirrel, it becomes insane, can draw an extra 8 cards at end of turn and still get all of the above. So it is very worth it in this Kingdom.

Innsmouth: +$8, Coven Attack, Gain a silver or Gold, At start of next turn +4 cards +1buy +1 action +1$, Haven. Yup, this is worth it. Probably if you got up to $8 you have a Barge in play with an extra buy which just makes Charge essentially cost 2 to set up next turn well.

Notice how most of the time I didn't even rely on Ways being present to show how useful this card is. I have no idea how you generated your Kingdoms. Even if I include your Kingdoms without knowing what they are, it's still a really good event at least half the time. 50% excellent, 20% depends on situation, 30% not worth it.

But I think it's better than that, looking less carefully at the next few Kingdoms up through Dark Ages:

Very Good: Ruritania, Class of 20, Birth of a Nation (assuming bought early with +buys from Stockpile), Big Blue (ONLY because of Way of the Turtle. Without Way of the turtle it would be bad), Intersection
Possibly Good: Limited Time Offer, Living in Exile (Way of the Mule actually means this is very likely good)
Meh/bad: Thrill of the Hunt (though Way of the Rat could make it Possibly Good), Friendly Carnage, Gift Horses

Okay, I was wrong, it isn't better than that! This actually confirms the previous ratios, it's about 50% amazing/unskippable, 20% possibly good, 30% probably not worth it. Overall, in the majority of Kingdoms you will be going for it.

For how crazy it is, those ratios feel balanced to me.

I picked Menagerie because this event fits most in Menagerie with the "playing Action cards at strange times" sub-theme.
« Last Edit: June 17, 2021, 01:45:19 am by faust »
Logged

emtzalex

  • Jester
  • *****
  • Offline Offline
  • Posts: 840
  • Respect: +1453
    • View Profile
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #20 on: June 16, 2021, 06:18:11 pm »
+3

Very Good: Ruritania, Class of 20, Birth of a Nation (assuming bought early with +buys from Stockpile), Big Blue (ONLY because of Way of the Turtle. Without Way of the turtle it would be bad), Intersection

Way of the Turtle doesn't do anything with the cards you play using Charge. When WotT fails to set them aside, they don't get played at the start of the next turn.
Logged
he/him/his

Thanks to Shard of Honor for his Extended Version of the Dominion Card Image Generator, which I use to mock up my fan cards, and to Violet CLM, who made the original.

NoMoreFun

  • Mountebank
  • *****
  • Offline Offline
  • Posts: 2012
  • Respect: +2127
    • View Profile
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #21 on: June 16, 2021, 08:34:40 pm »
0

Factory
Action - $5
+3 Cards
Gain a Factory
Logged

spheremonk

  • Bishop
  • ****
  • Offline Offline
  • Posts: 103
  • Respect: +206
    • View Profile
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #22 on: June 17, 2021, 12:48:43 am »
+2


« Last Edit: June 18, 2021, 12:05:38 pm by spheremonk »
Logged

Gubump

  • Board Moderator
  • *
  • Offline Offline
  • Posts: 1537
  • Shuffle iT Username: Gubump
  • Respect: +1683
    • View Profile
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #23 on: June 17, 2021, 01:03:32 am »
+2




Fortunately, you didn't say anything about the artwork being simple.

*Draw until you have 5 cards in hand.
Drawing won't change the number of cards you have, only the number you have in hand.
Logged
All of my fan card mockups are credited to Shard of Honor and his Dominion Card Image Generator (the new fork).
If you're having font issues with the generator, click this link and click on the button to request temporary access to the demo server that loads the font.

faust

  • Board Moderator
  • *
  • Offline Offline
  • Posts: 3384
  • Shuffle iT Username: faust
  • Respect: +5160
    • View Profile
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #24 on: June 17, 2021, 01:40:34 am »
+1

I have no idea how you generated your Kingdoms.
I played random games on ShuffleIT.

My sample size wasn't very big, that's for sure. Clearly there are kingdoms where this is great. I think looking at Menagerie is kind of skewing things in Charge's favor, not just because of the Ways, but also because much of the draw there comes through Horses, and Horses are obviously much better for Charge than actual +cards. Plus there's an above-average amount of Durations.
« Last Edit: June 17, 2021, 01:45:38 am by faust »
Logged
You say the ocean's rising, like I give a shit
You say the whole world's ending, honey it already did

spheremonk

  • Bishop
  • ****
  • Offline Offline
  • Posts: 103
  • Respect: +206
    • View Profile
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #25 on: June 17, 2021, 02:22:10 am »
0

*Draw until you have 5 cards in hand.
Drawing won't change the number of cards you have, only the number you have in hand.
Yup, that was stupid. Thanks for the help. I changed the OP.
« Last Edit: June 17, 2021, 02:35:18 am by spheremonk »
Logged

Timinou

  • Witch
  • *****
  • Offline Offline
  • Posts: 486
  • Respect: +634
    • View Profile
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #26 on: June 17, 2021, 02:31:32 am »
+1



Quote
Charge | Event | $8
Once per game:
Play the top card of each Action Supply pile in any order, leaving them there.
Edit: cost changed to $8

Wow, this is probably the most bonkers idea I've submitted. Simple, but totally out of control.
I will point out that this card isn't very strategic at all, in almost every game it's pretty clear if you want to buy this, and if you, you're going to want to buy this as soon as you can. The point of this event is it's just a fun thing to do. But we have to limit it to once a game, because then it's broken in some Kingdoms. In games with multiple attacks that stack, you likely want to rush $8 to get this, that's pretty much as far as this goes, strategically. Of course there's cases like Beggar and no trashing, or lots of virtual money but no +buy or gainers that make you think twice about buying this.

In tests with random kingdoms, this works well. Because it happens once, I decided to let it go full-wild (no restrictions on Duration cards -- the buyer will remember and it's easy because they can just look at the entire Supply on their next turn, and no restrictions on Commands -- it wasn't as confusing as I'd thought it'd be).

Open to feedback. I think this counts as simple for the contest? Even if the effect can be complicated.

This looks like it could be fun, but in some kingdoms it will really favour the player who is able to hit $8 first.  I think the once per game restriction helps to keep this from snowballing, but if there are certain Attacks in the kingdom, you can impede your opponent from being able to hit $8 on their turn and so they may not be able to catch up.  I don't think this will be the case for most kingdoms, though, so I don't know that I would necessarily want to change anything.

On a separate note, how would this work with Hireling?
« Last Edit: June 17, 2021, 02:38:56 am by Timinou »
Logged

mathdude

  • Conspirator
  • ****
  • Offline Offline
  • Posts: 216
  • Respect: +230
    • View Profile
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #27 on: June 17, 2021, 09:49:58 am »
0


Gonna replace my entry with this:

Quote
Sycophant • $2 • Action
+1 Card
+1 Action
Reveal the top card of your deck. If it's a Sycophant, put it in your hand.

Pile is 16 deep, doesn't scale on player count.
Did you know Syncophant only has one 'n' in it? I didn't.

I love this idea!! I don't think it needs to have 16 cards in it, though.

Sycophant feels very weak, even at 2.  It seems worse than Will-o'-Wisp, even though that's not a Supply card.  It doesn't serve much purpose, other than as a Cantrip to replace itself (putting another Sycophant in your hand doesn't improve in any way).  I guess the only purpose is that it lets you know the next card in your deck, which can impact whether you play a terminal draw card.

Two optional suggestions:
1. If it's a Sycophant put it in your hand, otherwise you may discard it or put it back.  (I know, this makes it way too many words), or
2. If it's a Sycophant, play it (effectively making this sort of a cheap Village).
Logged
he/him

X-tra

  • Witch
  • *****
  • Offline Offline
  • Posts: 464
  • Text under avatar
  • Respect: +1113
    • View Profile
    • a
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #28 on: June 17, 2021, 11:52:18 am »
+3



Opening Village, lol.

Kinda Silver+, but y'know. Port does stuff similar to this, and it gains a versus Silver's cost. I don't think it's an entirely illegal thing to do here.
Logged
Bottom text

spineflu

  • Saboteur
  • *****
  • Offline Offline
  • Posts: 1365
  • Shuffle iT Username: spineflu
  • Head Empty, Heart Worms, Can't Lose
  • Respect: +1353
    • View Profile
    • my instagram, where i paint things
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #29 on: June 17, 2021, 12:22:48 pm »
0


Gonna replace my entry with this:

Quote
Sycophant • $2 • Action
+1 Card
+1 Action
Reveal the top card of your deck. If it's a Sycophant, put it in your hand.

Pile is 16 deep, doesn't scale on player count.
Did you know Syncophant only has one 'n' in it? I didn't.

I love this idea!! I don't think it needs to have 16 cards in it, though.

Sycophant feels very weak, even at 2.  It seems worse than Will-o'-Wisp, even though that's not a Supply card.  It doesn't serve much purpose, other than as a Cantrip to replace itself (putting another Sycophant in your hand doesn't improve in any way).  I guess the only purpose is that it lets you know the next card in your deck, which can impact whether you play a terminal draw card.
putting another sycophant in your hand increases your hand size, while still being non-terminal. You seed these in your deck correctly and they're labs. While they are a worse will-o-wisp, they're not nearly as useless as you're implying them to be - i take it you've never tried flooding your deck with will-o-wisps?
« Last Edit: June 17, 2021, 12:23:52 pm by spineflu »
Logged

spheremonk

  • Bishop
  • ****
  • Offline Offline
  • Posts: 103
  • Respect: +206
    • View Profile
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #30 on: June 17, 2021, 07:15:24 pm »
0

It's only a Lab in some circumstances. Also, Labs have a whole other chaining effect that you can't replicate easily with Charnel House.
Logged

majiponi

  • Jester
  • *****
  • Offline Offline
  • Posts: 823
  • Respect: +734
    • View Profile
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #31 on: June 17, 2021, 08:35:33 pm »
+1

Golden Goose
cost $5 - Treasure
$2
Gain a Golden Goose.
You may trash this to gain a card costing up to $5.


Super Feast like Rats or Magpie.

EDIT: renamed, rephrased a bit.
« Last Edit: June 20, 2021, 02:06:42 am by majiponi »
Logged

Gubump

  • Board Moderator
  • *
  • Offline Offline
  • Posts: 1537
  • Shuffle iT Username: Gubump
  • Respect: +1683
    • View Profile
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #32 on: June 18, 2021, 12:08:32 am »
+1

Adventurer
cost $5 - Treasure
$2
Gain a copy of this.
You may trash this to gain a card costing up to $5.


Super Feast like Rats or Magpie.

1. There's already an official card named Adventurer.
2. The name Adventurer doesn't make sense for a Treasure anyway.
3. Like the aforementioned Rats and Magpie, it should say "gain a/an [cardname]" instead of "gain a copy of this."
Logged
All of my fan card mockups are credited to Shard of Honor and his Dominion Card Image Generator (the new fork).
If you're having font issues with the generator, click this link and click on the button to request temporary access to the demo server that loads the font.

faust

  • Board Moderator
  • *
  • Offline Offline
  • Posts: 3384
  • Shuffle iT Username: faust
  • Respect: +5160
    • View Profile
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #33 on: June 18, 2021, 03:39:02 am »
+2


Quote
Laborer - $5
Action

Gain a card costing less than this.
-
This costs $1 more per Laborer you have in play.

EDIT: Wording changed as suggested by gambit05. Thanks!
« Last Edit: June 18, 2021, 11:27:28 am by faust »
Logged
You say the ocean's rising, like I give a shit
You say the whole world's ending, honey it already did

Aquila

  • Minion
  • *****
  • Offline Offline
  • Posts: 525
  • Respect: +764
    • View Profile
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #34 on: June 18, 2021, 04:16:23 am »
+2


Quote
Thane - Action, $5 cost.
You may discard the top 2 cards of your deck. Look through your discard pile; you may play an Action from it twice.
Exactly 20 words if the '2' doesn't count.

Edit: up to 22 according to host's recommendation.
« Last Edit: June 21, 2021, 04:37:29 am by Aquila »
Logged

Shael

  • Bishop
  • ****
  • Offline Offline
  • Posts: 100
  • Respect: +57
    • View Profile
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #35 on: June 18, 2021, 04:38:22 am »
0


I’ve already post this card on an expansion, I let the comment I’ve made about it (with some correction):

Quote
It’s simple: you buy a Province, I discard a Duchy to gain 2vp. So it’s interesting to buy Duchy right? Sure but since we all start with 3 Estate maybe you’ll give 2vp to the other player while doing so. And if everyone take them and not the Provinces; they won’t be that valuable and there was no real point to buy them.
It’s a type of card that I like because if a game plan is too strong, you may buy a certain card to take advantage of it: Duchy beat Province, Province  beat Estates and Estae beat Duchy…

Edit: reworded it to fit with the contest requirements
Edit 2: the previous rewording wasn't "dominiony" enough: it was full of word that aren't usualy used in dominion's cards
« Last Edit: June 18, 2021, 07:05:03 am by Shael »
Logged
¤ Post here your favorite fan-cards ¤ The Archive ¤ Witchcraft, a Potion & Exile themed Expansion ¤ Not so Soon ¤                                          

gambit05

  • Minion
  • *****
  • Offline Offline
  • Posts: 584
  • Respect: +495
    • View Profile
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #36 on: June 18, 2021, 05:21:52 am »
0


Quote
Laborer - $5
Action

Gain a card costing less than this.
-
This costs $1 more per copy of it you have in play.

Great idea, but isn't it a bit too weak when compared to Inventor?
Logged

faust

  • Board Moderator
  • *
  • Offline Offline
  • Posts: 3384
  • Shuffle iT Username: faust
  • Respect: +5160
    • View Profile
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #37 on: June 18, 2021, 06:02:54 am »
0


Quote
Laborer - $5
Action

Gain a card costing less than this.
-
This costs $1 more per copy of it you have in play.

Great idea, but isn't it a bit too weak when compared to Inventor?
Well, Laborer is at worst a $5 gainer, so its baseline is much stronger than Inventor. (note that once you played one, it is already in play and thus costs $6 when the gaining ability activates)
Logged
You say the ocean's rising, like I give a shit
You say the whole world's ending, honey it already did

gambit05

  • Minion
  • *****
  • Offline Offline
  • Posts: 584
  • Respect: +495
    • View Profile
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #38 on: June 18, 2021, 07:14:44 am »
+1


Quote
Laborer - $5
Action

Gain a card costing less than this.
-
This costs $1 more per copy of it you have in play.

Great idea, but isn't it a bit too weak when compared to Inventor?
Well, Laborer is at worst a $5 gainer, so its baseline is much stronger than Inventor. (note that once you played one, it is already in play and thus costs $6 when the gaining ability activates)

I see. I misinterpreted the wording and thought that "per copy of it" means that the first Laborer doesn't count. Would "per Laborer you have in play" be clearer?
Logged

Shael

  • Bishop
  • ****
  • Offline Offline
  • Posts: 100
  • Respect: +57
    • View Profile
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #39 on: June 18, 2021, 07:15:06 am »
0

Adventurer
cost $5 - Treasure
$2
Gain a copy of this.
You may trash this to gain a card costing up to $5.


Super Feast like Rats or Magpie.

I really like your card but I think that, even if it's not requier, you should put an image of it ^^.
(do you know how to do it? If you don't I can try to explain)
« Last Edit: June 18, 2021, 07:23:08 am by Shael »
Logged
¤ Post here your favorite fan-cards ¤ The Archive ¤ Witchcraft, a Potion & Exile themed Expansion ¤ Not so Soon ¤                                          

Gubump

  • Board Moderator
  • *
  • Offline Offline
  • Posts: 1537
  • Shuffle iT Username: Gubump
  • Respect: +1683
    • View Profile
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #40 on: June 18, 2021, 11:12:31 am »
+1


Quote
Laborer - $5
Action

Gain a card costing less than this.
-
This costs $1 more per copy of it you have in play.

What happens if you have 6 Highways in play and one Laborer? Does Laborer cost (- and then +), or (+ and then -)? I'd assume Laborer's passive cost reduction would trigger first (i.e. the latter).
« Last Edit: June 18, 2021, 01:52:58 pm by Gubump »
Logged
All of my fan card mockups are credited to Shard of Honor and his Dominion Card Image Generator (the new fork).
If you're having font issues with the generator, click this link and click on the button to request temporary access to the demo server that loads the font.

faust

  • Board Moderator
  • *
  • Offline Offline
  • Posts: 3384
  • Shuffle iT Username: faust
  • Respect: +5160
    • View Profile
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #41 on: June 18, 2021, 11:25:11 am »
+1

What happens if you have 6 Highways in play and one Laborer? Does Laborer cost (- and then +), or (+ and then -)? I'd assume Laborer's passive cost reduction would trigger first (i.e. the former).
I will say that you apply all cost modification to the card, and then if it costs less than $0, up the price to $0. So in that example Laborer would cost $0.
Logged
You say the ocean's rising, like I give a shit
You say the whole world's ending, honey it already did

spineflu

  • Saboteur
  • *****
  • Offline Offline
  • Posts: 1365
  • Shuffle iT Username: spineflu
  • Head Empty, Heart Worms, Can't Lose
  • Respect: +1353
    • View Profile
    • my instagram, where i paint things
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #42 on: June 18, 2021, 11:32:35 am »
+1

I don't see how "cost adjustment happens in the order things were played" isn't the right answer here. Like, canal, then any price changes in the order they occurred during the turn.
Logged

emtzalex

  • Jester
  • *****
  • Offline Offline
  • Posts: 840
  • Respect: +1453
    • View Profile
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #43 on: June 18, 2021, 12:29:11 pm »
0


Quote
Thane - Action, $5 cost.
You may discard the top 2 cards of your deck. You may play an Action card from your discard pile twice.
Exactly 20 words if the '2' doesn't count.

You could probably drop the word "card" after "Action" (so the second sentence would be "You may play an Action from your discard pile twice.") Official cards sometimes do this, especially (though not always) when pressed for space. (See Champion, Ghost, Herald, Scrying Pool; and especially Crown). That would get you down to 20 words.
Logged
he/him/his

Thanks to Shard of Honor for his Extended Version of the Dominion Card Image Generator, which I use to mock up my fan cards, and to Violet CLM, who made the original.

faust

  • Board Moderator
  • *
  • Offline Offline
  • Posts: 3384
  • Shuffle iT Username: faust
  • Respect: +5160
    • View Profile
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #44 on: June 18, 2021, 02:12:45 pm »
0

I don't see how "cost adjustment happens in the order things were played" isn't the right answer here. Like, canal, then any price changes in the order they occurred during the turn.
There is no right answer, as this has not happened with official cards yet. I can share my view on things though.

Since the errata happened, "cards cannot cost less than $0" is no longer a rule that is on Bridge, Highway, etc. - rather, it is a global rule. I interpret this rule as saying "whenever a card would have negative $ amount, treat the $ amount as 0". This seems intuitive enough, and it resolves a lot of issues with cost increasers, so it's a good rule to have for fan cards.

I don't think "stuff happens in the order things were played" is intuitive, because there is no precedent for this. if I played a Haggler and a Livery on a turn, and I buy a Province, it's not the case that the card I played first activates first; instead, I get to choose the order. So introducing a "first effect played resolves first" rule here would be weirdly in contradiction with how all the other effects resolve. Now, choosing the order of effects of cost reduction/increase for every card individually is of course impossible. The beauty with my rule (as i see it) is that we don't have to care about order of effects.

This is also good because there are times where it would be hard to remember what effect happened when, if for some reason the cards have left play. It's not good to introduce another thing that needs to be tracked if you can avoid it.
Logged
You say the ocean's rising, like I give a shit
You say the whole world's ending, honey it already did

Gubump

  • Board Moderator
  • *
  • Offline Offline
  • Posts: 1537
  • Shuffle iT Username: Gubump
  • Respect: +1683
    • View Profile
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #45 on: June 18, 2021, 03:43:04 pm »
+1

I don't see how "cost adjustment happens in the order things were played" isn't the right answer here. Like, canal, then any price changes in the order they occurred during the turn.
There is no right answer, as this has not happened with official cards yet. I can share my view on things though.

Since the errata happened, "cards cannot cost less than $0" is no longer a rule that is on Bridge, Highway, etc. - rather, it is a global rule. I interpret this rule as saying "whenever a card would have negative $ amount, treat the $ amount as 0". This seems intuitive enough, and it resolves a lot of issues with cost increasers, so it's a good rule to have for fan cards.

I don't think "stuff happens in the order things were played" is intuitive, because there is no precedent for this. if I played a Haggler and a Livery on a turn, and I buy a Province, it's not the case that the card I played first activates first; instead, I get to choose the order. So introducing a "first effect played resolves first" rule here would be weirdly in contradiction with how all the other effects resolve. Now, choosing the order of effects of cost reduction/increase for every card individually is of course impossible. The beauty with my rule (as i see it) is that we don't have to care about order of effects.

This is also good because there are times where it would be hard to remember what effect happened when, if for some reason the cards have left play. It's not good to introduce another thing that needs to be tracked if you can avoid it.

Haggler + Livery is a poor example because Haggler triggers on-buy, before gaining the bought card, whereas Livery triggers on-gain, so Haggler would trigger before Livery no matter which order they were played in.

That aside, "stuff happens in the order things were played" doesn't make sense for the Highway + Laborer example because Laborer's cost increase is a constant thing that's always happening, not something with a specific timing like Bridge's cost reduction. Likewise Highway's cost reduction is also not an event like that of Bridge, it's an ongoing effect.

For this reason, the interaction between Bridge and Laborer is clearer than the interaction between Highway and Laborer imo. It seems to me like common sense that an ongoing effect would occur before an on-play event (i.e. Laborer's cost increasing effect would trigger before Bridge's cost reduction), but the order to resolve two opposing ongoing effects isn't so clear. Of course, your ruling that the "but not less than " occurs at the very end after counting up all the cost-changing effects rather than after each individual cost-changing effect makes a lot of sense and solves the issue perfectly.
« Last Edit: June 18, 2021, 04:04:25 pm by Gubump »
Logged
All of my fan card mockups are credited to Shard of Honor and his Dominion Card Image Generator (the new fork).
If you're having font issues with the generator, click this link and click on the button to request temporary access to the demo server that loads the font.

spineflu

  • Saboteur
  • *****
  • Offline Offline
  • Posts: 1365
  • Shuffle iT Username: spineflu
  • Head Empty, Heart Worms, Can't Lose
  • Respect: +1353
    • View Profile
    • my instagram, where i paint things
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #46 on: June 18, 2021, 05:33:53 pm »
0

I don't see how "cost adjustment happens in the order things were played" isn't the right answer here. Like, canal, then any price changes in the order they occurred during the turn.
There is no right answer, as this has not happened with official cards yet. I can share my view on things though.

Since the errata happened, "cards cannot cost less than $0" is no longer a rule that is on Bridge, Highway, etc. - rather, it is a global rule. I interpret this rule as saying "whenever a card would have negative $ amount, treat the $ amount as 0". This seems intuitive enough, and it resolves a lot of issues with cost increasers, so it's a good rule to have for fan cards.

I don't think "stuff happens in the order things were played" is intuitive, because there is no precedent for this. if I played a Haggler and a Livery on a turn, and I buy a Province, it's not the case that the card I played first activates first; instead, I get to choose the order. So introducing a "first effect played resolves first" rule here would be weirdly in contradiction with how all the other effects resolve. Now, choosing the order of effects of cost reduction/increase for every card individually is of course impossible. The beauty with my rule (as i see it) is that we don't have to care about order of effects.

This is also good because there are times where it would be hard to remember what effect happened when, if for some reason the cards have left play. It's not good to introduce another thing that needs to be tracked if you can avoid it.

Haggler + Livery is a poor example because Haggler triggers on-buy, before gaining the bought card, whereas Livery triggers on-gain, so Haggler would trigger before Livery no matter which order they were played in.

That aside, "stuff happens in the order things were played" doesn't make sense for the Highway + Laborer example because Laborer's cost increase is a constant thing that's always happening, not something with a specific timing like Bridge's cost reduction. Likewise Highway's cost reduction is also not an event like that of Bridge, it's an ongoing effect.

For this reason, the interaction between Bridge and Laborer is clearer than the interaction between Highway and Laborer imo. It seems to me like common sense that an ongoing effect would occur before an on-play event (i.e. Laborer's cost increasing effect would trigger before Bridge's cost reduction), but the order to resolve two opposing ongoing effects isn't so clear. Of course, your ruling that the "but not less than " occurs at the very end after counting up all the cost-changing effects rather than after each individual cost-changing effect makes a lot of sense and solves the issue perfectly.

no, but we can picture the game itself as a series of states with a series of transitions (cards that are played, which take us from one state to another; you can view any player-decision point as a transition). since you can just not play a card, it's weird for there to be some after-the-fact/after-the-transition rule of the world that comes in and says "negative costs are ok as an intermediate step".

Like say you play six highways. Laborer now costs $0. Now you play your Laborer - it costs $1, because it cost $0 at the state you played it. It's a really weird phenomenon to play a Laborer, and then go back and say, actually it cost $-1 before, and costs $0 now. The environmental rules (cards can't cost less than $0) should hold true at every state of the game. Ergo, per-play/per-transition cost adjustment, even for ongoing effects and while this is in plays.
« Last Edit: June 18, 2021, 05:44:02 pm by spineflu »
Logged

The Alchemist

  • Golem
  • ****
  • Offline Offline
  • Posts: 175
  • Respect: +215
    • View Profile
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #47 on: June 18, 2021, 06:33:32 pm »
+2

So I just decided to throw in my 3 shortest and simplest fan cards that best fit the prompt for now, and in a few days I'll pick one to be my final submission, if that is okay with the Judge?

   
Logged

MochaMoko

  • Salvager
  • ****
  • Offline Offline
  • Posts: 64
  • Shuffle iT Username: MochaMoko
  • Respect: +129
    • View Profile
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #48 on: June 18, 2021, 09:35:57 pm »
+2

Hi! It's me again. I've been looking at the cards! Everyone's doing well! I'm going to be away for about a day, gonna put down the list of submitted cards so I can keep track of them (in order of submission).

Total submissions: 16 (not counting The Alchemist yet)

kru5h: Grand Workshop ⑥ (Gainer)
mandioca15: Violin ⑥ (Non-terminal draw/Peddler variant)
LastFootnote: Knave ⑤ (Gold gainer)
emtzalex: Greedy Heir ③ (Artifact: Will/Cantrip +Buy/Alt-VP)
segura: Way of the Eagle (Way/Cost reduction)

spineflu: Sycophant ② (Non-terminal draw)
anordinaryman: Charge ⑧ (Event/Once-per-game/Command-like)
Chappy7: Coin Collector ④ (Terminal draw/Treasure gainer/Treasure Throner)
Gubump: Bounty ⑤ (Event/One-per-turn/Gainer)
NoMoreFun: Factory ⑤ (Smithy+/Self-gainer)

spheremonk: Charnel House ⑤ (non-terminal DtX/Trasher)
X-tra: Mining Camp ④ (Village+/Silver+)
majiponi: Adventurer ⑤ (Virtual coin/Gainer/One-shot)
faust: Laborer ⑤ (Gainer)
Aquila: Thane ⑤ (Throne Room variant)

Shael: Shared Border (Landmark)

The Alchemist: Pending (General Store ①, Reforge ②, Timepiece ③)

If I've missed anyone, misspelled anyone's name, or incorrectly described anyone's card, please let me know.
Every submission is valid! Hooray! To take care of some loose ends:
@faust's Laborer: I'm skimming through the discussion. I hope my comments on this are not unwelcome. What if we say that cost-increasing happens before cost-reduction, as a general rule? I'm not too versed with strange costs (Wayfarer mostly), but this seems like it should solve problems.

@Aquila's Thane: If I'm not mistaken, you need to be told to look through your discard pile, even though the card tells you to do something with a card in your discard pile. Maybe I'm wrong about that. Watchtower and Sleigh allow you to look through discard pile if your card is covered up, I believe, but say, something like March, which is more direct about the discard pile (and is from the most recent expansion, though yeah Sleigh is too, but like I said), tells you to look through your discard pile. If you need to add more words, don't worry about it. Some mechanics in Dominion just need more words dedicated to them, as annoying as it is. Since your concept is simple, I'm fine if you have to add a few more words to it for clarity/consistency with already existing cards.

I can't think of anything else to say. Enjoy the weekend!
As I said in the original post, the deadline is midnight UTC of 23 June (end of Tuesday), or 24 hours after I give the 24 hour warning, whichever comes later.

Edit: look at these beautiful cards! All on one line! :brightandhappy:
« Last Edit: June 18, 2021, 10:11:37 pm by MochaMoko »
Logged

faust

  • Board Moderator
  • *
  • Offline Offline
  • Posts: 3384
  • Shuffle iT Username: faust
  • Respect: +5160
    • View Profile
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #49 on: June 19, 2021, 08:14:02 am »
0

@faust's Laborer: I'm skimming through the discussion. I hope my comments on this are not unwelcome. What if we say that cost-increasing happens before cost-reduction, as a general rule? I'm not too versed with strange costs (Wayfarer mostly), but this seems like it should solve problems.
Sure, it can be ruled that way, but in effect that rule will produce precisely the same outcomes as the rule I suggested - unless there is ever a cost-increasing effect that says "but not more than $X".
Logged
You say the ocean's rising, like I give a shit
You say the whole world's ending, honey it already did

spineflu

  • Saboteur
  • *****
  • Offline Offline
  • Posts: 1365
  • Shuffle iT Username: spineflu
  • Head Empty, Heart Worms, Can't Lose
  • Respect: +1353
    • View Profile
    • my instagram, where i paint things
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #50 on: June 19, 2021, 09:40:52 am »
0

@faust's Laborer: I'm skimming through the discussion. I hope my comments on this are not unwelcome. What if we say that cost-increasing happens before cost-reduction, as a general rule? I'm not too versed with strange costs (Wayfarer mostly), but this seems like it should solve problems.

I guess it's not my card / not my call, but picture what this looks like in terms of the dominion dot games log - all the sudden you're inserting events before the card is played. Likewise Gubump's proposal - it creates this weird inconsistency where the whole turn needs to be evaluated in one go (despite not being complete), instead of proceeding as one small event leading to another small event. My way also doesn't require any special handling or differentiation between Bridge's cost reduction and Highway's cost reduction.

Like, i understand that the shuffleit client isn't the end-all be-all of what dominion is, but it's a working framework where otherwise we're playing calvinball.
« Last Edit: June 19, 2021, 10:03:11 am by spineflu »
Logged

Gubump

  • Board Moderator
  • *
  • Offline Offline
  • Posts: 1537
  • Shuffle iT Username: Gubump
  • Respect: +1683
    • View Profile
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #51 on: June 19, 2021, 11:57:56 am »
0

@faust's Laborer: I'm skimming through the discussion. I hope my comments on this are not unwelcome. What if we say that cost-increasing happens before cost-reduction, as a general rule? I'm not too versed with strange costs (Wayfarer mostly), but this seems like it should solve problems.

I guess it's not my card / not my call, but picture what this looks like in terms of the dominion dot games log - all the sudden you're inserting events before the card is played. Likewise Gubump's proposal - it creates this weird inconsistency where the whole turn needs to be evaluated in one go (despite not being complete),

You don't need to evaluate the future. You only need to evaluate everything that's happened prior in the turn...just like you have to do with +Actions, +, and +Buys, among other things.
Logged
All of my fan card mockups are credited to Shard of Honor and his Dominion Card Image Generator (the new fork).
If you're having font issues with the generator, click this link and click on the button to request temporary access to the demo server that loads the font.

spineflu

  • Saboteur
  • *****
  • Offline Offline
  • Posts: 1365
  • Shuffle iT Username: spineflu
  • Head Empty, Heart Worms, Can't Lose
  • Respect: +1353
    • View Profile
    • my instagram, where i paint things
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #52 on: June 19, 2021, 01:01:41 pm »
+1

@faust's Laborer: I'm skimming through the discussion. I hope my comments on this are not unwelcome. What if we say that cost-increasing happens before cost-reduction, as a general rule? I'm not too versed with strange costs (Wayfarer mostly), but this seems like it should solve problems.

I guess it's not my card / not my call, but picture what this looks like in terms of the dominion dot games log - all the sudden you're inserting events before the card is played. Likewise Gubump's proposal - it creates this weird inconsistency where the whole turn needs to be evaluated in one go (despite not being complete),

You don't need to evaluate the future. You only need to evaluate everything that's happened prior in the turn...just like you have to do with +Actions, +, and +Buys, among other things.

you do if you play enough cost reduction and then play cost increases. Everything else does not require this evaluation filter of "is the cost less than zero? if so, its now zero, but if you increase the cost, it was not presently zero"

Lets consider possibly the only canon example we have for what I'm describing vs what you're describing: poor house and wot chameleon, plus some source of coins on action cards.

Like a moron, I played two peddlers before drawing into my poor house. I've got $2 at the moment. Lets say other than that, I've got a hand full of Copper - 4 coppers, one poor house.
I play Poor House using chameleon, draw four cards (lets say it was a Bad 4 cards - all curses - unhelpful) and reveal my hand - four coppers there. How much money do I have at the moment? $0. $2 - $4 => $0.

Now lets play our treasures. I say we end up with $4 - we were at $0, each one contributed $1.

Your reasoning on this puts us at $2 - we were secretly at $-2 (filtered to appear at $0 before more coins were present) but then played 4×$1 worth of treasures. But we know that's wrong.

I don't see why costs should work differently here - you evaluate things in the order they're played, once you hit a floor, that's the new value.


Likewise, we know that order-of-treasures does matter with things like Bank and Fortune - we can't insert the +$ amounts before all the -$ amounts in the order things are played - time travel evaluation is not how the game works. Again, cost adjustment should be consistent with every other tool we've got.
« Last Edit: June 19, 2021, 01:41:48 pm by spineflu »
Logged

AJL828

  • Young Witch
  • ****
  • Offline Offline
  • Posts: 143
  • Shuffle iT Username: AJL828
  • Respect: +395
    • View Profile
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #53 on: June 19, 2021, 09:08:57 pm »
+4


Sentinel ($4)
Action - Duration

Now and at the start of your next turn: Exile a card from your hand, then +1 Card per $2 it costs (rounded down).

24 words and counting, and it only seems to use 5 lines :)

(Had to use a link cause my stupid brain couldn't figure out how to load the image directly, sorry)
« Last Edit: June 20, 2021, 12:47:18 pm by spineflu »
Logged
Did you hear about the skyscraper with one really tall floor? I could tell you but it’s a long story…

faust

  • Board Moderator
  • *
  • Offline Offline
  • Posts: 3384
  • Shuffle iT Username: faust
  • Respect: +5160
    • View Profile
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #54 on: June 20, 2021, 04:17:50 am »
+2

you do if you play enough cost reduction and then play cost increases. Everything else does not require this evaluation filter of "is the cost less than zero? if so, its now zero, but if you increase the cost, it was not presently zero"
[...]
Since this discussion is kind of spamming the thread at this point, I have split it off into a separate thread where I gave my reply. For the purposes of my submission to this contest, my ruling stands.
Logged
You say the ocean's rising, like I give a shit
You say the whole world's ending, honey it already did

Gubump

  • Board Moderator
  • *
  • Offline Offline
  • Posts: 1537
  • Shuffle iT Username: Gubump
  • Respect: +1683
    • View Profile
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #55 on: June 20, 2021, 11:57:30 am »
+1

https://imgur.com/a/rvLF6oV
Sentinel ($4)
Action - Duration

Now and at the start of your next turn: Exile a card from your hand, then +1 Card per $2 it costs (rounded down).

24 words and counting, and it only seems to use 5 lines :)

(Had to use a link cause my stupid brain couldn't figure out how to load the image directly, sorry)

Right click on the image on Imgur -> open image in new tab, copy filename from url (or right click -> copy image link). Then, without spaces:
[ img width=250 ]filename[ /img ]
« Last Edit: June 20, 2021, 12:02:30 pm by Gubump »
Logged
All of my fan card mockups are credited to Shard of Honor and his Dominion Card Image Generator (the new fork).
If you're having font issues with the generator, click this link and click on the button to request temporary access to the demo server that loads the font.

venusambassador

  • Pearl Diver
  • **
  • Offline Offline
  • Posts: 11
  • Respect: +18
    • View Profile
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #56 on: June 20, 2021, 03:12:06 pm »
+2

ever wanted your Silvers to be cantrips? who hasn't, these days. just line them up with one of these and there you go.

thought about something similar for last week's contest but forgot to post in time. i feel like this is balanced, not sure if it's all that interesting, but it definitely can help smooth out a deck relying on treasure payload (yes, you get the 2 money from playing the silver)
Logged

faust

  • Board Moderator
  • *
  • Offline Offline
  • Posts: 3384
  • Shuffle iT Username: faust
  • Respect: +5160
    • View Profile
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #57 on: June 20, 2021, 03:51:09 pm »
+3

ever wanted your Silvers to be cantrips? who hasn't, these days. just line them up with one of these and there you go.

thought about something similar for last week's contest but forgot to post in time. i feel like this is balanced, not sure if it's all that interesting, but it definitely can help smooth out a deck relying on treasure payload (yes, you get the 2 money from playing the silver)
I don't think this is going to work out. The main reason is that it is so bad when it fails to connect to Silver. I would try it at "+1 card, +1 action, you may play a Silver from your hand for +1 card". It can still probably cost $3 as it's not a particularly compelling opener.
Logged
You say the ocean's rising, like I give a shit
You say the whole world's ending, honey it already did

Gubump

  • Board Moderator
  • *
  • Offline Offline
  • Posts: 1537
  • Shuffle iT Username: Gubump
  • Respect: +1683
    • View Profile
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #58 on: June 20, 2021, 07:10:09 pm »
+5

ever wanted your Silvers to be cantrips? who hasn't, these days. just line them up with one of these and there you go.

thought about something similar for last week's contest but forgot to post in time. i feel like this is balanced, not sure if it's all that interesting, but it definitely can help smooth out a deck relying on treasure payload (yes, you get the 2 money from playing the silver)
I don't think this is going to work out. The main reason is that it is so bad when it fails to connect to Silver. I would try it at "+1 card, +1 action, you may play a Silver from your hand for +1 card". It can still probably cost $3 as it's not a particularly compelling opener.

You could also go the Baron route: "If you didn't, gain a Silver."
Logged
All of my fan card mockups are credited to Shard of Honor and his Dominion Card Image Generator (the new fork).
If you're having font issues with the generator, click this link and click on the button to request temporary access to the demo server that loads the font.

fika monster

  • Witch
  • *****
  • Offline Offline
  • Posts: 484
  • 27 year old swedish guy. PFP by haps
  • Respect: +482
    • View Profile
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #59 on: June 21, 2021, 03:24:59 am »
+4

I hope this hasnt been done before: Its a lab if its the first action you played this turn, otherwise its a bad drawer


v2

v3: Changed art (because i found a painting I liked), and changed wording so it doesn't become bad with duration cards in play


Edit 4: Changed wording again and reformated a little bit
« Last Edit: June 21, 2021, 05:19:02 pm by fika monster »
Logged
Swedish guy, Furry hipster otter

fika monster

  • Witch
  • *****
  • Offline Offline
  • Posts: 484
  • 27 year old swedish guy. PFP by haps
  • Respect: +482
    • View Profile
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #60 on: June 21, 2021, 08:36:10 am »
0

ever wanted your Silvers to be cantrips? who hasn't, these days. just line them up with one of these and there you go.

thought about something similar for last week's contest but forgot to post in time. i feel like this is balanced, not sure if it's all that interesting, but it definitely can help smooth out a deck relying on treasure payload (yes, you get the 2 money from playing the silver)
I don't think this is going to work out. The main reason is that it is so bad when it fails to connect to Silver. I would try it at "+1 card, +1 action, you may play a Silver from your hand for +1 card". It can still probably cost $3 as it's not a particularly compelling opener.

You could also go the Baron route: "If you didn't, gain a Silver."
I think i like the baron route more: otherwise you could keep spamming the card as a cantrip which seems too strong
Logged
Swedish guy, Furry hipster otter

Timinou

  • Witch
  • *****
  • Offline Offline
  • Posts: 486
  • Respect: +634
    • View Profile
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #61 on: June 21, 2021, 10:27:47 am »
+3



Tutelage is my submission for the week.  In theory, you could use Tutelage to chain several Action cards (e.g. start with playing a Prince, then Forge, then Hunting Grounds, etc).  I believe Throne Room variants would allow you to re-start the chain with higher cost cards.

Sounds nutty, as it would almost be like having unlimited Actions, but I don't think this this will be a common occurrence as pulling off a mega-chain would depend on having the right cards available in the Kingdom, the right deck composition, and good draws.  In practice (although this has not yet been playtested), I think you would probably be able to chain 1-2 Actions together with this on average.

I've priced this the same as Barracks and Innovation, but feedback on the cost would be welcome.  Unlike Barracks, you don't get what is essentially +Action if you don't have suitable cards in hand, but if you do, then you can potentially get more than +1 Action.  Tutelage can have the same effect as Innovation with cards that gain to hand like Sculptor and Falconer (without Innovation's once per turn limitation), but of course wouldn't work this way with any Workshop variants that gain cards normally.

The effect will apply even when you play cards during your opponents' turns (e.g. if you react with Falconer).  It could be quite disruptive, but I think it's fine to keep it that way.

I don't think a Project that essentially provides unlimited Actions would be all that interesting, but I don't think it would be quite so easy to pull that off with Tutelage.  In any case, my hope is that this Project would create some interesting decisions about the optimal order in which you play your Actions and how you build your deck.
Logged

fika monster

  • Witch
  • *****
  • Offline Offline
  • Posts: 484
  • 27 year old swedish guy. PFP by haps
  • Respect: +482
    • View Profile
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #62 on: June 21, 2021, 01:53:49 pm »
0


Sentinel ($4)
Action - Duration

Now and at the start of your next turn: Exile a card from your hand, then +1 Card per $2 it costs (rounded down).

24 words and counting, and it only seems to use 5 lines :)

(Had to use a link cause my stupid brain couldn't figure out how to load the image directly, sorry)

ï like apprentice so this seems fun. Exile is a really good effect, but being forced to exile a card next turn without knowing what you get seems sufficiently bad combined with it being terminal and duration that the 4$ is probably right
Logged
Swedish guy, Furry hipster otter

emtzalex

  • Jester
  • *****
  • Offline Offline
  • Posts: 840
  • Respect: +1453
    • View Profile
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #63 on: June 21, 2021, 03:24:59 pm »
+1


Sentinel ($4)
Action - Duration

Now and at the start of your next turn: Exile a card from your hand, then +1 Card per $2 it costs (rounded down).

24 words and counting, and it only seems to use 5 lines :)

(Had to use a link cause my stupid brain couldn't figure out how to load the image directly, sorry)

Official cards now use "(round down)" instead of "(rounded down)" when rounding is needed. (Gardens, Vineyard, Philosopher's Stone, Bishop, Fairgrounds, Silk Road, and Feodum).
Logged
he/him/his

Thanks to Shard of Honor for his Extended Version of the Dominion Card Image Generator, which I use to mock up my fan cards, and to Violet CLM, who made the original.

AJL828

  • Young Witch
  • ****
  • Offline Offline
  • Posts: 143
  • Shuffle iT Username: AJL828
  • Respect: +395
    • View Profile
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #64 on: June 21, 2021, 05:36:37 pm »
0

https://imgur.com/a/rvLF6oV
Sentinel ($4)
Action - Duration

Now and at the start of your next turn: Exile a card from your hand, then +1 Card per $2 it costs (rounded down).

24 words and counting, and it only seems to use 5 lines :)

(Had to use a link cause my stupid brain couldn't figure out how to load the image directly, sorry)

Right click on the image on Imgur -> open image in new tab, copy filename from url (or right click -> copy image link). Then, without spaces:
[ img width=250 ]filename[ /img ]

Yeah, that's what I remember doing for the last one of these I entered, but the image didn't load for awhile so I thought I messed it up. Seems like this image is also loaded correctly, does it just take a little bit for the site to load images? (or is that just a "me" problem?)
Logged
Did you hear about the skyscraper with one really tall floor? I could tell you but it’s a long story…

spineflu

  • Saboteur
  • *****
  • Offline Offline
  • Posts: 1365
  • Shuffle iT Username: spineflu
  • Head Empty, Heart Worms, Can't Lose
  • Respect: +1353
    • View Profile
    • my instagram, where i paint things
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #65 on: June 21, 2021, 07:08:18 pm »
0

https://imgur.com/a/rvLF6oV
Sentinel ($4)
Action - Duration

Now and at the start of your next turn: Exile a card from your hand, then +1 Card per $2 it costs (rounded down).

24 words and counting, and it only seems to use 5 lines :)

(Had to use a link cause my stupid brain couldn't figure out how to load the image directly, sorry)

Right click on the image on Imgur -> open image in new tab, copy filename from url (or right click -> copy image link). Then, without spaces:
[ img width=250 ]filename[ /img ]

Yeah, that's what I remember doing for the last one of these I entered, but the image didn't load for awhile so I thought I messed it up. Seems like this image is also loaded correctly, does it just take a little bit for the site to load images? (or is that just a "me" problem?)
no, i went in and fixed your post (i do that sometimes for newer members - it takes a minute to remember phpbb markup). feel free to press the quote button to see how i formatted it for future posts.
Logged

emtzalex

  • Jester
  • *****
  • Offline Offline
  • Posts: 840
  • Respect: +1453
    • View Profile
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #66 on: June 21, 2021, 07:27:55 pm »
+1

Right click on the image on Imgur -> open image in new tab, copy filename from url (or right click -> copy image link). Then, without spaces:
[ img width=250 ]filename[ /img ]

Yeah, that's what I remember doing for the last one of these I entered, but the image didn't load for awhile so I thought I messed it up. Seems like this image is also loaded correctly, does it just take a little bit for the site to load images? (or is that just a "me" problem?)
no, i went in and fixed your post (i do that sometimes for newer members - it takes a minute to remember phpbb markup). feel free to press the quote button to see how i formatted it for future posts.

As a reminder, there is also a tag [I'm not sure this is the correct word] you can use to share code without it being read by the website:

Code: [Select]
[code]
On the website it is the button with "#" (pound sign/hashtag) on it. Thus, you can explain that the way to display a card is to use the following code (replacing url in there with the url of image from the card you want to show):

Code: [Select]
[img width=250]https://i.imgur.com/JkisHWW.png[/img]
It even comes with a little button that lets you select the text to copy.
Logged
he/him/his

Thanks to Shard of Honor for his Extended Version of the Dominion Card Image Generator, which I use to mock up my fan cards, and to Violet CLM, who made the original.

exfret

  • Thief
  • ****
  • Offline Offline
  • Posts: 92
  • Respect: +112
    • View Profile
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #67 on: June 21, 2021, 08:05:52 pm »
0



Tutelage is my submission for the week.  In theory, you could use Tutelage to chain several Action cards (e.g. start with playing a Prince, then Forge, then Hunting Grounds, etc).  I believe Throne Room variants would allow you to re-start the chain with higher cost cards.

Sounds nutty, as it would almost be like having unlimited Actions, but I don't think this this will be a common occurrence as pulling off a mega-chain would depend on having the right cards available in the Kingdom, the right deck composition, and good draws.  In practice (although this has not yet been playtested), I think you would probably be able to chain 1-2 Actions together with this on average.

I've priced this the same as Barracks and Innovation, but feedback on the cost would be welcome.  Unlike Barracks, you don't get what is essentially +Action if you don't have suitable cards in hand, but if you do, then you can potentially get more than +1 Action.  Tutelage can have the same effect as Innovation with cards that gain to hand like Sculptor and Falconer (without Innovation's once per turn limitation), but of course wouldn't work this way with any Workshop variants that gain cards normally.

The effect will apply even when you play cards during your opponents' turns (e.g. if you react with Falconer).  It could be quite disruptive, but I think it's fine to keep it that way.

I don't think a Project that essentially provides unlimited Actions would be all that interesting, but I don't think it would be quite so easy to pull that off with Tutelage.  In any case, my hope is that this Project would create some interesting decisions about the optimal order in which you play your Actions and how you build your deck.

Does seem pretty low-priced, but I don't think that is the problem (and neither are the "long chains" you mention). Rather, the fact that this can trigger any number of times per turn seems fairly dangerous... From my experience, it's always best to playtest before jumping to assumptions, but I am at least afraid that this card-shaped-thing could be game-warping.
Logged

MochaMoko

  • Salvager
  • ****
  • Offline Offline
  • Posts: 64
  • Shuffle iT Username: MochaMoko
  • Respect: +129
    • View Profile
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #68 on: June 21, 2021, 08:21:55 pm »
0

24 hour warning!

I see 4 new submissions! Great work! I love the variety of ideas that everyone has brought.
Logged

exfret

  • Thief
  • ****
  • Offline Offline
  • Posts: 92
  • Respect: +112
    • View Profile
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #69 on: June 21, 2021, 08:34:58 pm »
+4

Nice to see you judging Mocha~

Logged

mathdude

  • Conspirator
  • ****
  • Offline Offline
  • Posts: 216
  • Respect: +230
    • View Profile
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #70 on: June 21, 2021, 09:03:52 pm »
0


Quote
Peddler's Market
$5 - Action
+1 Card
+1 Action
+$1 per Peddler's Market you have in play.

A very simple Peddler variant.
Logged
he/him

fika monster

  • Witch
  • *****
  • Offline Offline
  • Posts: 484
  • 27 year old swedish guy. PFP by haps
  • Respect: +482
    • View Profile
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #71 on: June 22, 2021, 01:05:28 am »
0

I hope this hasnt been done before: Its a lab if its the first action you played this turn, otherwise its a bad drawer


v2

v3: Changed art (because i found a painting I liked), and changed wording so it doesn't become bad with duration cards in play


Edit 4: Changed wording again and reformated a little bit


Ok so designing morning walk I had this worry that it had been done before, because I remembered seeing a card doing something like it on the discord some year ago: And I started looking through who I think designed a card like that and came Morning by Carline


This is like really really similar to morning walk: I had hoped designing morning walk that it was different enough in its design from that card that did something like it, but mechanically, without the "under the line effect", its like the same card: Is this too close for the WDC? i don't want to plagiarize
Logged
Swedish guy, Furry hipster otter

mxdata

  • Saboteur
  • *****
  • Offline Offline
  • Posts: 1199
  • Respect: +1351
    • View Profile
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #72 on: June 22, 2021, 02:01:00 am »
+3


Quote
Peddler's Market
$5 - Action
+1 Card
+1 Action
+$1 per Peddler's Market you have in play.

A very simple Peddler variant.

Seems a bit strong for $5.  The first one you play in a turn is already a normal Peddler, but if you play more than one, it adds up really fast.  Two PMs give you +$3 total, three give you +$6, four give you +$10, etc.
Logged
They/them

mxdata

  • Saboteur
  • *****
  • Offline Offline
  • Posts: 1199
  • Respect: +1351
    • View Profile
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #73 on: June 22, 2021, 02:23:04 am »
0


I’ve already post this card on an expansion, I let the comment I’ve made about it (with some correction):

Quote
It’s simple: you buy a Province, I discard a Duchy to gain 2vp. So it’s interesting to buy Duchy right? Sure but since we all start with 3 Estate maybe you’ll give 2vp to the other player while doing so. And if everyone take them and not the Provinces; they won’t be that valuable and there was no real point to buy them.
It’s a type of card that I like because if a game plan is too strong, you may buy a certain card to take advantage of it: Duchy beat Province, Province  beat Estates and Estae beat Duchy…

Edit: reworded it to fit with the contest requirements
Edit 2: the previous rewording wasn't "dominiony" enough: it was full of word that aren't usualy used in dominion's cards

Minor nitpick: "Another" is spelled as one word, not two

This would really favor buying alt-VP cards.  E.g., most of the time, Nobles or Fairground would prevent your opponent from taking advantage of this (unless Tunnel is also in the kingdom), so in kingdoms with both this and most alt-VPs, it could get interesting
« Last Edit: June 22, 2021, 02:28:05 am by mxdata »
Logged
They/them

Timinou

  • Witch
  • *****
  • Offline Offline
  • Posts: 486
  • Respect: +634
    • View Profile
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #74 on: June 22, 2021, 09:53:51 am »
0



Tutelage is my submission for the week.  In theory, you could use Tutelage to chain several Action cards (e.g. start with playing a Prince, then Forge, then Hunting Grounds, etc).  I believe Throne Room variants would allow you to re-start the chain with higher cost cards.

Sounds nutty, as it would almost be like having unlimited Actions, but I don't think this this will be a common occurrence as pulling off a mega-chain would depend on having the right cards available in the Kingdom, the right deck composition, and good draws.  In practice (although this has not yet been playtested), I think you would probably be able to chain 1-2 Actions together with this on average.

I've priced this the same as Barracks and Innovation, but feedback on the cost would be welcome.  Unlike Barracks, you don't get what is essentially +Action if you don't have suitable cards in hand, but if you do, then you can potentially get more than +1 Action.  Tutelage can have the same effect as Innovation with cards that gain to hand like Sculptor and Falconer (without Innovation's once per turn limitation), but of course wouldn't work this way with any Workshop variants that gain cards normally.

The effect will apply even when you play cards during your opponents' turns (e.g. if you react with Falconer).  It could be quite disruptive, but I think it's fine to keep it that way.

I don't think a Project that essentially provides unlimited Actions would be all that interesting, but I don't think it would be quite so easy to pull that off with Tutelage.  In any case, my hope is that this Project would create some interesting decisions about the optimal order in which you play your Actions and how you build your deck.

Does seem pretty low-priced, but I don't think that is the problem (and neither are the "long chains" you mention). Rather, the fact that this can trigger any number of times per turn seems fairly dangerous... From my experience, it's always best to playtest before jumping to assumptions, but I am at least afraid that this card-shaped-thing could be game-warping.

Thanks for the feedback.  I'm not sure what you meant by dangerous.  At it's worst (or best, depending on your point of view), Tutelage would be like having a Champion in play, which while game-warping isn't necessarily an automatic win.  You can trigger Tutelage multiple times in a turn, but as I mentioned before, you're going to be limited by Action cards that you have in hand and there may sometimes be a more optimal order to play your cards which doesn't trigger Tutelage.   

This definitely will be stronger than Barracks on some boards, but I think on others Barracks would be the better Project.  I'm not sure how it would average out - maybe Tutelage should cost $7.  Anyhow, this is just speculation and like you said, the best way to determine the optimal cost (or to know if this is completely broken) would be playtesting.
Logged

JW

  • Jester
  • *****
  • Offline Offline
  • Posts: 979
  • Shuffle iT Username: JW
  • Respect: +1792
    • View Profile
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #75 on: June 22, 2021, 02:13:36 pm »
0

Renovate
$5 - Action
Trash a card from your hand. Gain a card costing up to $2 more than it, or up to $4.

20 words is tough! There's probably a better wording, but it might require an extra word or two. It might be a bit on the weak side, but "up to $5" would make it a better Altar.
Logged

mathdude

  • Conspirator
  • ****
  • Offline Offline
  • Posts: 216
  • Respect: +230
    • View Profile
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #76 on: June 22, 2021, 05:13:44 pm »
0


Quote
Peddler's Market
$5 - Action
+1 Card
+1 Action
+$1 per Peddler's Market you have in play.

A very simple Peddler variant.

Seems a bit strong for $5.  The first one you play in a turn is already a normal Peddler, but if you play more than one, it adds up really fast.  Two PMs give you +$3 total, three give you +$6, four give you +$10, etc.

I think it's okay they're a bit strong. They would be too weak for $6. How often will you really be having 3 or 4 together? If you do, you'll need +Buy, which likely means that's one PM you didn't buy instead (to buy the other card). And it would be tough to draw your deck buying these - you would need good trashing, and even then, probably still 1 or 2 each of a village and good draw.

Plus, if this card is the optimal strategy in a Kingdom, it will be contested, likely getting 5 each in a 2-player and less with more players... which again means not likely drawing your whole deck since you won't be buying other engine cards.

Peddler obviously isn't bought at 8. Occasionally at 6 if someone is desperate. Usually 4 or less. Poacher is 4, and I rarely chain more than 2 of those - they are great, but can be a bit damaging right before greening in some kingdoms.

For PM to cost 5, its hard enough to get. Chaining 2, for an extra coin (relative to Peddler or Poacher) seems fair. If you can land 3+ PM in a single turn, good for you. You deserve the coins. But it will often be an expensive Peddler/Poacher, I think.
Logged
he/him

emtzalex

  • Jester
  • *****
  • Offline Offline
  • Posts: 840
  • Respect: +1453
    • View Profile
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #77 on: June 22, 2021, 07:06:14 pm »
+2

Nah man, it is obviously too strong. Official double Peddlers like Conspirator and Vassal are not unconditional and thus interesting whereas this is too simple.

Or Grand Market, which is unconditional, but which costs $6 with a very burdensome buying restriction (and also gives you +Buy).
Logged
he/him/his

Thanks to Shard of Honor for his Extended Version of the Dominion Card Image Generator, which I use to mock up my fan cards, and to Violet CLM, who made the original.

MochaMoko

  • Salvager
  • ****
  • Offline Offline
  • Posts: 64
  • Shuffle iT Username: MochaMoko
  • Respect: +129
    • View Profile
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #78 on: June 22, 2021, 08:35:15 pm »
+1

Alright, submissions are closed! I see 2 new submissions! Thanks for participating, everyone!
I'll hopefully get a post out within the day, with all of my hot takes and judgments and etc.

As for fika monster's concern, I'd be concerned about it personally (as in if I were in your position, I'd think of a new card), but I'll take your submission as your own. Sorry, I didn't end up catching your post here until now, it got caught at the end of the last page. Oops.
Logged

The Alchemist

  • Golem
  • ****
  • Offline Offline
  • Posts: 175
  • Respect: +215
    • View Profile
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #79 on: June 22, 2021, 11:48:30 pm »
+2

I'll stick with Reforge for my submission, though it does have the longest text and includes coffers, I think its the most balanced.

Just for fun, I want to show this card someone else made that would have been perfect for this week!:



Logged

MochaMoko

  • Salvager
  • ****
  • Offline Offline
  • Posts: 64
  • Shuffle iT Username: MochaMoko
  • Respect: +129
    • View Profile
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #80 on: June 23, 2021, 02:38:22 am »
+3

Compiling list of cards. I'll be done with this soon, and then I'll put in the comments afterwards.
Quote from: kru5h
Grand Workshop
⑥ Action

Gain a card costing up to
⑤. If it costs ④ or less,
gain a copy of it.

Double gainer! You don't see that very often. Stonemason does it, Develop does it; but they need to trash something first. I think this is a strong card. I mean, if you want Workshops, this be good. Though -- yeah, it costs ⑥! So you gotta work for it. Of course it can also gain ⑤s. It looks much better than Altar at gaining Victory cards near the end. It's a fine card all around.

Quote from: mandioca15
Violin
⑥ Treasure
+②
+1 Card per Violin you have
in play (including this).
You may play an Action
card from your hand.

I must admit I was confused by this for a long time until I noticed it was a Treasure. Whoops! Well, Treasures drawing cards is usually sad because you don't have Actions to play the Actions with. So Violin lets you play an Action. The draw portion of this card is awkward. Of course you don't want to be using it as main draw, because it's so hard to get going (and if you don't have an Action you want to play in hand, you've wasted an Action). So you're going to be wanting to be playing with drawing Actions, the standard fare of draw stuff. I bet there's some strange stuff you can do with Violin. It is technically a Village (gives ability to play terminal Action). It is a lot more interesting than I let on at first. I think it's kind of weak because of the awkwardness. Doesn't mean it's a bad card. I'm still iffy on the draw part. The complexity of how it draws sounds like it could be removed, and the card wouldn't be too different in power level. Not sure if drawing 2 cards from the start is a bit too much, though.
 
Quote from: LastFootnote
Knave
⑤ Action
Reveal your hand.
Discard a card per
Treasure you revealed.
Gain a Gold to your hand.

Simple Gold gainer! Most Gold gainers are card-draw negative because they don't gain the Gold to hand. This one can gain the Gold to hand, but if you have any other Treasures in hand, it's still card-draw negative. It looks tough to get Knave to not discard, considering you probably have lots of Golds in deck. I think it's weaker than most ⑤-cost Gold gainers. It's an okay card design though. Maybe there can be something more interesting added to it.

Quote from: emtzalex
Greedy Heir
③ Action
+1 Card
+1 Action
+1 Buy
-
When you gain this,
take the Will.

Will - Artifact
4 VP

Artifact submission! Will... gets on my nerves. I don't really like Flag Bearer. This is different than Flag Bearer, though, in that the war only really matters when the game is ending. In 2-player, the swing of one taking the Will from the other is 8 VP! I'm trying to run through situations in my head; unfortunately I'm having trouble figuring out how this amount of VP works, along with remaining Provinces and all that. I'm currently convinced that 4 VP is a Probably Fine amount. It's kinda more than Duchy, so there's incentive to take it. After that, taking a Will from someone is even more VP. But it also lowers a pile and gives everyone +Buy, so that's something to be scared of. The endgame scenarios sound kind of complicated. I'm starting to like it, though.

Quote from: segura
Way of the Eagle - Way
Cards cost ① less this turn.

Very simple! I think it could have been an official thing. Props!

Quote from: spineflu
Sycophant
② Action
+1 Card
+1 Action
Reveal the top card of your
deck. If it's a Sycophant,
put it into your hand.

It's a Will-o-Wisp that only draws Will-o-Wisps. Or a Wishing Well that only draws Wishing Wells. This might have done well starting with a W as well. Just joking.
Anyways, since this can only draw when it reveals a copy of itself, it gives a couple of draw if you can shove a bunch of them into your deck. I think I remember a card similar to this, where the pile was slightly bigger than usual, and you gained an extra one when you bought it or something. It was named something like Wolves. Anyways, it's fine. It's kind of weak, but hey, it can give a bit of draw once you get a bunch. Maybe it's fine. I love Will-o-Wisp as draw, so why not this? Well if I can gain a bunch of these, it's probably nice.

Quote from: anordinaryman
Charge - Event ⑧
Once per game: Play the top card of each Action
Supply pile in any order, leaving them there.

Woohoo! It's okay we have Populate already, so what's stopping this, right? There are those games where it's just spike a pricepoint and win (sorta). I don't think it's the case with this card too much, because spiking ⑧ is a little hard when building, unless you already have a bit of control. Maybe there are some boards where this is super powerful. I don't think it's actually the case most of the time? I could be wrong about that. Lemme roll some boards real quick. Okay I did (6 or so). Just from a quick glance, none of them were really good boards for Charge. I could have been wrong about that too. There was one where it was net money because there was so much payload on the board. So this event can probably exist, but I wonder if it'll be fun/impactful much of the time.

Quote from: Chappy7
Coin Collector
④ Action
+2 Cards
Choose one: gain a Gold,
and gain a Copper to your
hand; or play a Treasure
from your hand twice.

Gold gainer for ④! Well it gains Copper too. Compare it with Treasure Trove. Treasure Trove is stronger probably? Maybe? Mainly because this is terminal and Trove isn't. But Coin Collector looks pretty nice. Copper to hand is a lot better than Copper to discard. You've got some fancy Treasure tricks you can do with this sometimes, too. I think this is a solid (strong) card. I'm not sure if I'd put it at ⑤, but it probably isn't weak at ⑤? The Copper does hurt the strength of the Coin Collector, but that doesn't stop Trove from being a decently strong card. Coin Collector's Copper is a lot easier to trash too.

Quote from: Gubump
Bounty - Event ⑤
Once per turn: Gain a copy of each differently
named non-Victory card you've gained this turn.

Very similar in flavor/function to Commerce. Or it seems like it to me. This one gives you cards that you actually want though :jesterparody: I like it. It's simple and strong. I'm pretty sure I've seen the card before from you. It's a bit harder to activate than Pilgrimage because you need to gain a bunch of cards you want (and if you gained cards you don't want another copy of, well, too bad).

Quote from: NoMoreFun
Factory
⑤ Action
+3 Cards
Gain a Factory.

To put it bluntly, I don't like this. I feel like Factory snowballs too much. Factory gains Factory, you buy a Village, you gain 2 Factories next turn, next turn you have 7 Factories and the pile's empty because you're p1. Okay maybe I should play a game or two with this to really tell. I would have asked you to defend your case for this concern, but I don't think that was within my feedback capabilities before judging. Maybe if gaining the Factory had a cost to it, it would be nice? (You may ____ to gain a Factory.) Not sure exactly what to put there as a cost, but that's my first thought to make this idea more appealing.

Quote from: spheremonk
Charnel House
⑤ Action
+1 Action
Trash a card from your
hand. Draw until you
have 5 cards in hand.

I was going to say "this is a trashing lab, OP!" But we have Recruiter, and this is DtX, so it's a little different from a real Lab. I think it's interesting as DtX. It's a real strong card, but it probably has a right to exist. The function that it has as non-DtX and just being a pleasant Action-neutral card-neutral trasher kind of overshadows its awkward role as the core of a DtX deck. It's a fine card.

Quote from: X-tra
Mining Camp
④ Action
+1 Card
+2 Actions
-
When you gain this,
gain a Silver.

I think I've seen this card before! Anyways, it's a fine card, it's just kind of plain. I don't think Donald X. would make a card like this, but it can exist. I'm not sure what else to say. It's a Village+(*okay maybe you don't want the Silver sometimes) and a Silver+(*okay maaaaaybe you don't want the Village sometimes). It's cute.

Quote from: majiponi
Golden Goose
⑤ Treasure

Gain a Golden Goose.
You may trash this to gain
a card costing up to ⑤.

Like the other self-gainer up there (Factory), I'm kind of worried this will just do a snowball thing. I mean it's a bit harder to spam this because it's a stop card. I'm sure I don't know how to play with this card much. I'd use it as a gainer like Feast; I might also save them for gaining a bunch of Duchies. Not sure. I think I'd like it better if it had some kind of payment to get another Golden Goose? Like choose one: +②, or gain a Golden Goose.

Quote from: faust
Laborer
⑤ Action
Gain a card costing less
than this.
-
This costs ① more per
Laborer you have in play.

There was a lot of ink spilled over this card. I prefer just getting rid of the confusing thing with cost increasing and saying "Gain a card costing up to ④ plus ① per Laborer you have in play (counting this)." Anyways, it's a fine gainer. It can get big, but not as big as Inventor can (mainly because other cards can't take advantage of it.) It also can never gain itself. So that's kind of sad. In fact it makes itself harder to get if you play more. Maybe this was in your design intentions, so all this ink spilled was necessary. I think I'd try to add complexity to the card in some other way.

Quote from: aquila
Thane
⑤ Action
You may discard the top
2 cards of your deck.
Look through your discard
pile; you may play an
Action card from it twice.

Throne Room that cares about discard pile. Well, it's certainly awkward because it might whiff. I wonder if the whiff is bad enough that it's good to allow you to cantrip instead of playing a card from discard twice. I think I'd prefer Throne Room in my deck than this card. Maybe this is even fine at ④, I dunno. If you do end up playing a card you like, it's like Throne Room +1 Card. Which is pretty nice, but again, only if you end up playing a card you like. The search space is smaller (assuming you start with an empty discard pile at start of turn).

Quote from: Shael
Shared Border - Landmark
When another player buys a Victory card,
you may discard a Victory card costing
exactly ③ less than it, for +2 VP.

I don't think this is a very fun card. Like most Landmarks, I don't expect that it'll be impactful often. And when it does, it's mostly just luck. I mean yeah, you can seed your turns with a Victory card if you also want a higher chance to dud. Mostly, I don't really like Reactions from starting hand. They're hard to make fun imo.

Quote from: AJL828
Sentinel
④ Action - Duration
Now and at the start of
your next turn: Exile a
card from your hand.
+1 Card per ② it costs
(round down).

First thought is Amulet. I think it's pretty strong. It really makes sure you don't dud in the endgame: if you've drawn a Province in your starting hand, you're super happy. And if you have good cards in hand, you're sitting pretty. I think it's one of my favorite cards in this bunch. I don't think it's too OP at ④?

Quote from: venusambassador
Jeweler
④ Action
You may play a Silver
from your hand, for
+2 Cards and +1 Action.
This feels very Stablesy, except even harder to collide. I believe another person already mentioned this. If you don't find this with a Silver, you're really sad. I think if this gained a Silver, it would still be kind of weak, but it would be decent (hey it gains Silvers if you want them). I prefer the wording "If you did" just to clarify that yes the +2 Cards and +1 Action is separate from the Silver.

Quote from: fika monster
Morning Walk
③ Action
+2 Cards
If you have no other Action
cards in play, +1 Action.
It's a simple card. If you want it to be a Lab, you need it in your starting hand. So either find a way to topdeck it, or have a couple more Moats in your deck. It's fine. The question between ③ and ② is tough. The card is fine.

Quote from: Timinou
Tutelage - Project ⑥
After you play an Action card, you may play
a cheaper Action card from your hand.
Wheee! I remember a Project from psly that was similar, but it let you play a card costing exactly ① more. This is a lot more flexible, though, so I think it's probably a lot stronger. I know you mentioned this, but I don't like that you can go to Hell and back on another player's turn, potentially. I'd prefer a "During your turns" clause.

Quote from: exfret
Damaged Smithy
② Action
+3 Cards
Choose one: Take <1>;
or discard a card.
It's fine! +3 Cards, discard a card, is already a decent improvement over +2 Cards, I think. The flexibility is nice. I like it.

Quote from: mathdude
Peddler's Market
⑤ Action
+1 Card
+1 Action
+① per Peddler's Market
you have in play
(counting this).

I think the way this accelerates makes the split too sad to lose. 6-4 split is 11 coins of difference? I mean you might think that hey maybe there's just a pileout when the pile runs, it just gives so much money. By itself, it's still real strong I think. You might see a trend in these cards I'm pointing out; with Factory, Golden Goose, and Peddler's Market, they get bigger and bigger when you have more of them. Hey, would I like Bridge if it were submitted? Uh.... maybe not to be honest. I mean Bridge is a terminal stop card, so it's considerably harder to spam than these other ones.

I'm counting a total of 22 submissions! I'll double check to see if this is the case.
Edit: missed The Alchemist's Reforge and JW's Renovate.

Quote from: The Alchemist
Reforge
② Action
Play then trash a
Treasure from your hand.
For each ① produced,
get +1 Coffers instead.

It's a fine card. It trashes and help hit price points because of the Coffers. Well, it doesn't help hit price points much the turn it's in your hand. But it costs ②, I'm not expecting it to be Moneylender or Priest. I would word it something like: "You may play a Treasure from your hand, getting +1 Coffers instead for each ① it produces. Trash it."

Quote from: JW
Renovate
⑤ Action
Trash a card from your
hand. Gain a card costing
up to ② more than it, or
a card costing up to ④.

I don't think this is weak. Copper/Curse into a nice card sounds great. Yeah, it can't gain ⑤s from Coppers. We've all got limitations. It's a very simple twist on Remodel! I wish I'd thought of this. It's different enough from Altar, I think.
« Last Edit: June 23, 2021, 10:35:39 pm by MochaMoko »
Logged

Gubump

  • Board Moderator
  • *
  • Offline Offline
  • Posts: 1537
  • Shuffle iT Username: Gubump
  • Respect: +1683
    • View Profile
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #81 on: June 23, 2021, 11:02:28 am »
0

Quote from: Gubump
Bounty - Event ⑤
② Action
Once per turn: Gain a copy of each differently
named non-Victory card you've gained this turn.

You have a typo here. My submission's a Event, not a Event and a Action.
Logged
All of my fan card mockups are credited to Shard of Honor and his Dominion Card Image Generator (the new fork).
If you're having font issues with the generator, click this link and click on the button to request temporary access to the demo server that loads the font.

MochaMoko

  • Salvager
  • ****
  • Offline Offline
  • Posts: 64
  • Shuffle iT Username: MochaMoko
  • Respect: +129
    • View Profile
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #82 on: June 23, 2021, 10:57:15 pm »
+2

Alright! With that all said and done.

Winner: Sentinel by AJL828

Runners up:
Renovate by JW
Grand Workshop by kru5h
Way of the Eagle by segura
Bounty by Gubump
Damaged Smithy by exfret
Reforge by The Alchemist

Logged

kru5h

  • Tactician
  • *****
  • Online Online
  • Posts: 402
  • Respect: +391
    • View Profile
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #83 on: June 23, 2021, 11:14:37 pm »
0

Not to be that guy, but JW's card is quite similar to one of my old cards. Not that I have any right to complain; a few years ago I accidentally submitted a card that was very similar to one of Hypercube's events. Also, I accidentally copy Asper all the time. Point is that I ain't mad, but still feel it needs to be pointed out.

Promotion


Congrats to AJL828 and thanks to MochaMoko for hosting!

JW

  • Jester
  • *****
  • Offline Offline
  • Posts: 979
  • Shuffle iT Username: JW
  • Respect: +1792
    • View Profile
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #84 on: June 23, 2021, 11:58:26 pm »
+1

Not to be that guy, but JW's card is quite similar to one of my old cards. Not that I have any right to complain; a few years ago I accidentally submitted a card that was very similar to one of Hypercube's events.

Interesting! I am confident that I have never seen Promotion. Rather, I thought that I could submit a slight variant of my redesign of Rebuild (http://forum.dominionstrategy.com/index.php?topic=18337.msg749363#msg749363), but realized that it would never fit in under 20 words and had to make greater adjustments accordingly.
Logged

Shael

  • Bishop
  • ****
  • Offline Offline
  • Posts: 100
  • Respect: +57
    • View Profile
Re: Weekly Design Contest 118: Short and Sweet!
« Reply #85 on: July 11, 2021, 01:48:35 pm »
0

I'll stick with Reforge for my submission, though it does have the longest text and includes coffers, I think its the most balanced.

Just for fun, I want to show this card someone else made that would have been perfect for this week!:



yes, I remember this one, it was a really nice card ; for the credit it was the first card made by Sakeena ( you may find it here )
Logged
¤ Post here your favorite fan-cards ¤ The Archive ¤ Witchcraft, a Potion & Exile themed Expansion ¤ Not so Soon ¤                                          
Pages: 1 2 3 4 [All]
 

Page created in 0.198 seconds with 20 queries.