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Author Topic: Weekly Design Contest #128: Look at the trash!  (Read 9748 times)

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majiponi

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Weekly Design Contest #128: Look at the trash!
« on: September 09, 2021, 08:29:36 pm »
+5

Design a card or a landscape that refers to cards in the trash.


I do like Trash-for-Benefits like Graverobbers and Salvager. Let's enjoy trashing!

Your card has to look at the trash; gaining from it, counting Treasures in it, playing a card in it (leaving there), or a kind of thing is accepted.


Official cards that would qualify include:
Thief,
Forager,
Necromancer

Official cards that would not qualify include:
Swindler (it just cares the cost of the trashed card),
Treasure Map (it just cares what you trash),
Possession (it doesn't use the trash)
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Gubump

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Re: Weekly Design Contest #128: Look at the trash!
« Reply #1 on: September 09, 2021, 09:02:19 pm »
0

I don't really see how Thief qualifies, considering that it only cares about what it trashed.
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majiponi

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Re: Weekly Design Contest #128: Look at the trash!
« Reply #2 on: September 09, 2021, 09:56:43 pm »
+4

I don't really see how Thief qualifies, considering that it only cares about what it trashed.

It gains from the trash, not from your opponent's discard pile or revealing zone. So I have to admit that Thief qualifies.
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JW

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Re: Weekly Design Contest #128: Look at the trash!
« Reply #3 on: September 10, 2021, 12:35:02 am »
0

Foraging Village
$3 - Action
+1 Card and +1 Action. Trash a card from your hand. If it is a Victory card, trash this and +1 Card. Otherwise, +1 Action per differently named Action card in the trash.
 
Wording could probably use some updates!

Edit: removed starting with Shelters and made other updates accordingly. Clarification: if you don’t have any cards in hand to trash, the plus actions clause still triggers.
« Last Edit: September 12, 2021, 02:24:33 am by JW »
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kru5h

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Re: Weekly Design Contest #128: Look at the trash!
« Reply #4 on: September 10, 2021, 12:50:37 am »
0

Edit: Never mind. I withdraw this entry.



Start of the game: Trash stuff. Trash something you liked? Gain it back. Basically +1 Card +1 Action.

Mid-game: Gain a Copper from the trash to your hand if you're 1 coin short, or some other random useful card that happens to be there.

Late-game: Gain tie-breaker Estates back.
« Last Edit: September 10, 2021, 06:26:41 pm by kru5h »
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emtzalex

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Re: Weekly Design Contest #128: Look at the trash!
« Reply #5 on: September 10, 2021, 01:03:46 am »
+2

My Submission:


Quote from: Commodity
COMMODITY

[Card art shows several baskets filled with different kinds of fruits and vegetables. On the left side of
the picture, there is a white stone pillar with greenery on the top half of it.]

+1 Buy
Choose one: +$2; or +$1 per copy of Commodity in the trash; or trash this for +2 Coffers.



$5
   TREASURE   
                   
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faust

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Re: Weekly Design Contest #128: Look at the trash!
« Reply #6 on: September 10, 2021, 02:21:45 am »
+2



Start of the game: Trash stuff. Trash something you liked? Gain it back. Basically +1 Card +1 Action.

Mid-game: Gain a Copper from the trash to your hand if you're 1 coin short, or some other random useful card that happens to be there.

Late-game: Gain tie-breaker Estates back.
This can get extremely swingy in games where Provinces end up in the trash (e.g. due to Swindler). There is a reason that all official gain-from-trash cards have a price limit.
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faust

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Re: Weekly Design Contest #128: Look at the trash!
« Reply #7 on: September 10, 2021, 02:25:07 am »
+6


Quote
Mausoleum
Landmark

When scoring, 1 VP per Action card you have that has a copy in the trash.

EDIT: Wording improved, no functional changes.
« Last Edit: September 10, 2021, 05:15:11 pm by faust »
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Timinou

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Re: Weekly Design Contest #128: Look at the trash!
« Reply #8 on: September 10, 2021, 09:37:46 am »
0


Quote
Mausoleum
Landmark

When scoring, 1 VP per copy of an Action card in the trash that you have.

Just to confirm, if I have 5 Labs, and there are 2 in the trash, I would score 5VP, right?
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Aquila

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Re: Weekly Design Contest #128: Look at the trash!
« Reply #9 on: September 10, 2021, 10:34:07 am »
+4


Quote
Shovel - Treasure, $4 cost.
Cards in the trash cost $2 less this turn. You may buy a card from the trash.
-
Setup: add to the trash a random unused Supply pile costing $5, and one Gold per player.
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faust

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Re: Weekly Design Contest #128: Look at the trash!
« Reply #10 on: September 10, 2021, 11:41:43 am »
+1


Quote
Mausoleum
Landmark

When scoring, 1 VP per copy of an Action card in the trash that you have.

Just to confirm, if I have 5 Labs, and there are 2 in the trash, I would score 5VP, right?
Correct.
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Timinou

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Re: Weekly Design Contest #128: Look at the trash!
« Reply #11 on: September 10, 2021, 12:02:41 pm »
+3

EDIT: Changed my submission to this:



The Remodel variant didn't seem very interesting.  Repair is now an Event that lets you thin and improve your deck early on.  In the midgame, you can trash Action cards like Skulks or Cursers once the Curse pile runs out to gain more useful cards.  However, it will be more awkward to use in the greening phase unless you can set aside or Exile your Victory cards.  On the flip side, you can buy the Event multiple times! 

Original submission:


Thoughts on this?

I don't think it can cost the same as Remodel, since you could trash a Copper but potentially gain a card costing more than $2 if there is something more expensive in the trash.  The issue is that if this is the only trasher in the Kingdom, then this is just Remodel for $5, so I'll probably have to buff it somehow.
« Last Edit: September 10, 2021, 02:44:37 pm by Timinou »
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LastFootnote

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Re: Weekly Design Contest #128: Look at the trash!
« Reply #12 on: September 10, 2021, 02:48:12 pm »
+1


Quote
Mausoleum
Landmark

When scoring, 1 VP per copy of an Action card in the trash that you have.

I don't understand this at all. Do you just choose one Action card and score each copy you have of that, or do you do this for all differently-named Action cards in the trash?
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spineflu

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Re: Weekly Design Contest #128: Look at the trash!
« Reply #13 on: September 10, 2021, 04:33:43 pm »
0


Quote
Mausoleum
Landmark

When scoring, 1 VP per copy of an Action card in the trash that you have.

I don't understand this at all. Do you just choose one Action card and score each copy you have of that, or do you do this for all differently-named Action cards in the trash?
i agree that its worded poorly but i think its mechanically pretty close to tower, only it looks for "that card in the trash" rather than "the pile it came from is empty"
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anordinaryman

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Re: Weekly Design Contest #128: Look at the trash!
« Reply #14 on: September 10, 2021, 05:14:29 pm »
+5


Quote
Mausoleum
Landmark

When scoring, 1 VP per copy of an Action card in the trash that you have.

I don't understand this at all. Do you just choose one Action card and score each copy you have of that, or do you do this for all differently-named Action cards in the trash?

How about,
Quote
When scoring, 1VP for each Action card you have that has a copy in the Trash.
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faust

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Re: Weekly Design Contest #128: Look at the trash!
« Reply #15 on: September 10, 2021, 05:16:37 pm »
0

How about,
Quote
When scoring, 1VP for each Action card you have that has a copy in the Trash.
Ha, I was literally making that change as you were posting! Your post and my edit are less than a minute apart.
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Re: Weekly Design Contest #128: Look at the trash!
« Reply #16 on: September 10, 2021, 08:14:58 pm »
+7



Here's my entry this week. Junk Shop is a strong trasher early and transitions into a Workshop or Horn of Plenty variant that checks differently named cards in the trash instead of in play. The gain option is weak at the beginning of the game, but slowly gets stronger as more stuff ends up in the trash. Like Horn, it has a self trash mechanic if you gain more expensive cards. Like Forager, you get the nice player interaction of being careful when you add new uniques to the trash. The first Junk Shop you pop also further powers up other Junk Shops' gaining threshold.

One player's trash is another player's Treasure.
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spineflu

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Re: Weekly Design Contest #128: Look at the trash!
« Reply #17 on: September 10, 2021, 08:24:52 pm »
+3


Quote
Tannery • $4 • Action
You may trash a card from your hand for +1 Card per differently named non-Zombie Action card in the trash. If it was an Action, +1 Action.
-
The first time you buy this in a game, trash an Action card from the Supply.

edit: updated to care about the interaction between this and necromancer, updated to be unique names.
« Last Edit: September 11, 2021, 10:08:00 am by spineflu »
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Mahowrath

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Re: Weekly Design Contest #128: Look at the trash!
« Reply #18 on: September 10, 2021, 09:36:31 pm »
+5


Quote
Altruist - $5
Action - Duration

Trash any number of Treasures from your hand for +$1 each.

At the start of each of your Buy phases for the rest of the game, you may gain a Treasure from the trash to your hand.
(This stays in play.)

One time treasure-trasher. Gives some coin on the turn you play it, and thereafter its perpetual yoyo effect combos with TfB much like treasurer.
Costs $5, but could be a risky opener; likely you're better off building up to it.
« Last Edit: September 11, 2021, 05:33:33 am by Mahowrath »
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Xen3k

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Re: Weekly Design Contest #128: Look at the trash!
« Reply #19 on: September 10, 2021, 11:48:23 pm »
+2



Quote
Relic Excavators - $4
Action
Exile a non-Victory card from the Trash. If it is an...
Action card, play it twice from Exile, leaving it there.
Treasure card, +2 Coffers.
Copper, discard all Action cards from your Exile.
(Heirloom: Worn Shovel)
Quote
Worn Shovel - $4
Treasure - Heirloom
Trash a card from your hand. If it is an...
Action card, gain 2 Horses.
Treasure card, +$2, +1 Buy.
Victory card, gain an Action card costing $4 or less.

Trying out something unusual. The Heirloom is necessary for the Action card to function. I am not sure if the Heirlooms reward for trashing an Action is enough to incentivize it. Thinking of allowing the Heirloom to trash from play. Feedback is appreciated.

Edit: Nerfed the coin gain for Worn Shovel when trashing a Treasure to better differentiate it from Goat. This should slow the acceleration it naturally provides. This does drastically change the first two turns of the game and could be bad in 2/5 split where Worn Shovel is in the 2 Treasure hand. However, as long as you are playing with Estates, players should still be able to at least gain a card off of trashing an Estate with Worn Shovel. Thanks to Boomyday for the critique. Feedback is appreciated.

Old Versions
« Last Edit: September 11, 2021, 10:52:45 am by Xen3k »
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AJL828

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Re: Weekly Design Contest #128: Look at the trash!
« Reply #20 on: September 10, 2021, 11:56:26 pm »
0



Foundry
Action ($4)
+1 Action
Trash a card from your hand.
Choose one: +1 Card; or draw until you have 2 cards in hand for each differently named Treasure in the trash.

Thinking back to the DtX contest and I thought the idea of a "variable" DtX was really interesting so I wanted to give it a try. It also has a +1 Card option for better use early on.
Hopefully the wording on the DtX part makes sense, I'd be happy to hear any suggestions on how to make it clearer if anyone has any :)

EDIT: Lowered price to $4, made trashing mandatory, and changed it to only count Treasures but for 2 cards each instead of 1.
« Last Edit: September 11, 2021, 10:21:03 am by AJL828 »
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Gubump

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Re: Weekly Design Contest #128: Look at the trash!
« Reply #21 on: September 11, 2021, 12:42:56 am »
0



Foundry
Action ($5)
+1 Action
You may trash a card from your hand.
Choose one: +1 Card or draw until you have 1 card in hand per differently named card in the trash.

Thinking back to the DtX contest and I thought the idea of a "variable" DtX was really interesting so I wanted to give it a try. It also has a +1 Card option for better use early on.
Hopefully the wording on the DtX part makes sense, I'd be happy to hear any suggestions on how to make it clearer if anyone has any :)

I feel like it's very unlikely for the 2nd option to draw any cards at all, let alone multiple. Which would make this a pretty sad $5, considering that the first option is usually worse than Sanctuary for 3 reasons: 1. No +Buy, 2. trashes instead of Exiling (Exiling is almost always better, except for Curses), and 3. does so before drawing.
« Last Edit: September 11, 2021, 12:50:22 am by Gubump »
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Re: Weekly Design Contest #128: Look at the trash!
« Reply #22 on: September 11, 2021, 02:34:08 am »
0

I think it's very hard to design a card that scales in power depending on the number of stuff in the trash, especially given existing cards.


This one becomes a full-on Workshop in a Shelters game as soon as you don't want to use the trashing anymore, which is pretty strong. If there are any trashing attacks then it won't take long until you can gain Provinces from it. And it's even Thronable!


Quote
Tannery • $4 • Action
You may trash a card from your hand for +1 Card per Action card in the trash. If it was an Action, +1 Action.
-
The first time you buy this in a game, trash an Action card from the Supply.
Imagine this in a Necromancer game: A least +4 cards on the very first play. In games with trashing attacks this quickly scales into a card that draws your entire deck.



Foundry
Action ($5)
+1 Action
You may trash a card from your hand.
Choose one: +1 Card or draw until you have 1 card in hand per differently named card in the trash.
This card seems like most games, you just want to use the first option, at which point it's still a card you want. But when the second option is good it becomes extremely powerful. I think this could maybe work it the trashing was at least mandatory, but it still has the problem that occasionally you'll be in a Knights game and then this draws to like 15+ cards.
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Boomyday

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Re: Weekly Design Contest #128: Look at the trash!
« Reply #23 on: September 11, 2021, 02:57:13 am »
+2



Quote
Relic Excavators - $4
Action
Exile a non-Victory card from the Trash. If it is an...
Action card, play it twice from Exile, leaving it there.
Treasure card, +2 Coffers.
Copper, discard all Action cards from your Exile.
(Heirloom: Worn Shovel)
Quote
Worn Shovel - $4

Treasure - Heirloom
Trash a card from your hand. If it is an...
Action card, gain 2 Horses.
Treasure card, +$2, +1 Buy.
Victory card, gain an Action card costing $4 or less.

Trying out something unusual. The Heirloom is necessary for the Action card to function. I am not sure if the Heirlooms reward for trashing an Action is enough to incentivize it. Thinking of allowing the Heirloom to trash from play. Feedback is appreciated.

Wow, great idea! I love it. That heirloom is really too strong though - it would lead to some extremely, extremely quick games. I like how it’s a treasure so you can’t trash an action and regain it in the same turn…..it stays so the opponent can use it to. I also like how shovel can gain excavator. However, the heirloom would lead to some extremely warped and quick games, even faster than donate or chapel, maybe making your card undergained

An idea: make it only allowed to trash cards that there isn’t a copy of in the trash. But then it will be luck based whether you trash the estate between the players on turn 1 and 2 - so maybe don’t allow a trash if there are two or more copies in the trash.
« Last Edit: September 11, 2021, 03:00:42 am by Boomyday »
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Gardoomalion

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Re: Weekly Design Contest #128: Look at the trash!
« Reply #24 on: September 11, 2021, 05:10:59 am »
0

Quote
Carpenter
Action
Cost

Trash a card from your hand. Gain a card costing up to more than it. Choose a non-Victory card from the trash. You may Exile it's copy from the Supply.

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Re: Weekly Design Contest #128: Look at the trash!
« Reply #25 on: September 11, 2021, 09:06:07 am »
0

I think it's very hard to design a card that scales in power depending on the number of stuff in the trash, especially given existing cards.


Quote
Tannery • $4 • Action
You may trash a card from your hand for +1 Card per Action card in the trash. If it was an Action, +1 Action.
-
The first time you buy this in a game, trash an Action card from the Supply.
Imagine this in a Necromancer game: A least +4 cards on the very first play. In games with trashing attacks this quickly scales into a card that draws your entire deck.

Fixed the Necromancer interaction; there's not a ton I can do about the trashing attacks but (1) there's not a ton of those that care about actions specifically and (2) it's not a problematic interaction for Forager and <thief variant of choice> so i guess it's fine, just know it's a little better in those games.
« Last Edit: September 11, 2021, 09:18:24 am by spineflu »
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Re: Weekly Design Contest #128: Look at the trash!
« Reply #26 on: September 11, 2021, 09:41:25 am »
0

I think it's very hard to design a card that scales in power depending on the number of stuff in the trash, especially given existing cards.


Quote
Tannery • $4 • Action
You may trash a card from your hand for +1 Card per Action card in the trash. If it was an Action, +1 Action.
-
The first time you buy this in a game, trash an Action card from the Supply.
Imagine this in a Necromancer game: A least +4 cards on the very first play. In games with trashing attacks this quickly scales into a card that draws your entire deck.

Fixed the Necromancer interaction; there's not a ton I can do about the trashing attacks but (1) there's not a ton of those that care about actions specifically and (2) it's not a problematic interaction for Forager and <thief variant of choice> so i guess it's fine, just know it's a little better in those games.
(1)  - this doesn't really matter; most cards in your deck are actions, so most of the time one gets trashed it will be an action.
(2) - that is true but Forager has a relatively reasonable upper limit most of the time by only caring about differently named cards. Tannery on the other hand can easily go to +20 or more even without attacks - for instance on a board where Rats are good.
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spineflu

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Re: Weekly Design Contest #128: Look at the trash!
« Reply #27 on: September 11, 2021, 09:56:41 am »
0

I guess I'm less concerned about that, and here's why:
(1) consider a city quarter game. Aw man Player A can draw their whole deck in two plays of a city quarter. but they took the time to tailor that deck to do that.
(2) trash isn't personal. The buy-in on Tannery isn't cost adjusted per player. if you put the game into a state where you can draw your deck off a single play of tannery (which still requires trash-feed to really work), your opponent can also get in on that for $4. Overenabling of Tannery is going to be a hubris move, like buying the penult province without having the win in the bag.

That said, changing it to be "differently named" actions is probably also prudent.

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Re: Weekly Design Contest #128: Look at the trash!
« Reply #28 on: September 11, 2021, 10:17:07 am »
0


Quote
Tannery • $4 • Action
You may trash a card from your hand for +1 Card per non-Zombie Action card in the trash. If it was an Action, +1 Action.
-
The first time you buy this in a game, trash an Action card from the Supply.

edit: updated to care about the interaction between this and necromancer.

I think this can still be pretty nuts even with the non-Zombie restriction.  If for example there are Ruins in the Kingdom with any decent trashing, Tannery could easily draw 10+ cards.  I agree with faust about having some kind of ceiling (either differently named cards or maybe a cost restriction).
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Re: Weekly Design Contest #128: Look at the trash!
« Reply #29 on: September 11, 2021, 10:20:20 am »
+1


Quote
Tannery • $4 • Action
You may trash a card from your hand for +1 Card per non-Zombie Action card in the trash. If it was an Action, +1 Action.
-
The first time you buy this in a game, trash an Action card from the Supply.

edit: updated to care about the interaction between this and necromancer.

I think this can still be pretty nuts even with the non-Zombie restriction.  If for example there are Ruins in the Kingdom with any decent trashing, Tannery could easily draw 10+ cards.  I agree with faust about having some kind of ceiling (either differently named cards or maybe a cost restriction).

you quoted me between edits, i used "differently named"; kinda wish dxv would've used "unique" as a keyword for that since it makes card texts longer (and he's put substantial effort into making sure cards with the same name have the same text/effect), but it is what it is.
« Last Edit: September 11, 2021, 10:22:16 am by spineflu »
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faust

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Re: Weekly Design Contest #128: Look at the trash!
« Reply #30 on: September 11, 2021, 10:21:12 am »
+1

I guess I'm less concerned about that, and here's why:
(1) consider a city quarter game. Aw man Player A can draw their whole deck in two plays of a city quarter. but they took the time to tailor that deck to do that.
(2) trash isn't personal. The buy-in on Tannery isn't cost adjusted per player. if you put the game into a state where you can draw your deck off a single play of tannery (which still requires trash-feed to really work), your opponent can also get in on that for $4. Overenabling of Tannery is going to be a hubris move, like buying the penult province without having the win in the bag.

That said, changing it to be "differently named" actions is probably also prudent.
I guess what I'm saying is that often enough the trash will fill without any effort, so it's not like any one player is "overenabling"; it just happens. "Differently named" definitely makes it more reasonable, unless you're playing a Knights game. And I guess Ruins could also still make this draw a lot.
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Re: Weekly Design Contest #128: Look at the trash!
« Reply #31 on: September 11, 2021, 11:14:50 am »
+1



Foundry
Action ($4)
+1 Action
Trash a card from your hand.
Choose one: +1 Card; or draw until you have 2 cards in hand for each differently named Treasure in the trash.

Thinking back to the DtX contest and I thought the idea of a "variable" DtX was really interesting so I wanted to give it a try. It also has a +1 Card option for better use early on.
Hopefully the wording on the DtX part makes sense, I'd be happy to hear any suggestions on how to make it clearer if anyone has any :)

EDIT: Lowered price to $4, made trashing mandatory, and changed it to only count Treasures but for 2 cards each instead of 1.

I think this buff makes it too strong for just .
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Re: Weekly Design Contest #128: Look at the trash!
« Reply #32 on: September 12, 2021, 03:20:58 am »
+5

Shaman
$4
Action

Choose one: trash 2 cards from your hand; or look at one card from the top of your deck per card type in the trash. Trash or discard any number of them. Put the rest back in any order.
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Re: Weekly Design Contest #128: Look at the trash!
« Reply #33 on: September 12, 2021, 01:34:47 pm »
+8



Way of the Vulture
Play a non-Command Action or Treasure card from Trash costing less than this, leaving it there.

Update (thanks JW): added a "non-Command" clause to avoid loops
« Last Edit: September 13, 2021, 11:31:08 am by grep »
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Re: Weekly Design Contest #128: Look at the trash!
« Reply #34 on: September 12, 2021, 03:56:42 pm »
+3



Way of the Vulture
Play an Action or Treasure card from Trash costing less than this, leaving it there.

Shouldn’t this have a non-Command restriction? For example, I believe that 3 Highways in play, Captain in the trash and a $7 cost action in hand leads to a loop that lets you play an arbitrarily high number of actions costing up to $4 at the start of the next turn.
« Last Edit: September 12, 2021, 08:22:07 pm by JW »
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Re: Weekly Design Contest #128: Look at the trash!
« Reply #35 on: September 13, 2021, 01:32:14 am »
+5

Book of the Dead
Project - $4
When you play an Action, if you have no other copies in play and at least one in the trash, play it twice instead.
« Last Edit: September 16, 2021, 05:58:37 pm by NoMoreFun »
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Re: Weekly Design Contest #128: Look at the trash!
« Reply #36 on: September 13, 2021, 11:21:43 am »
+1



Way of the Vulture
Play an Action or Treasure card from Trash costing less than this, leaving it there.

Shouldn’t this have a non-Command restriction? For example, I believe that 3 Highways in play, Captain in the trash and a $7 cost action in hand leads to a loop that lets you play an arbitrarily high number of actions costing up to $4 at the start of the next turn.

Agree, I missed this loop. Will reformulate to fix it
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Re: Weekly Design Contest #128: Look at the trash!
« Reply #37 on: September 13, 2021, 11:26:08 am »
+3



Way of the Vulture
Play an Action or Treasure card from Trash costing less than this, leaving it there.

Shouldn’t this have a non-Command restriction? For example, I believe that 3 Highways in play, Captain in the trash and a $7 cost action in hand leads to a loop that lets you play an arbitrarily high number of actions costing up to $4 at the start of the next turn.

Agree, I missed this loop. Will reformulate to fix it

I think this still loops via Scepter. Play altar as vulture, play scepter to play altar as vulture,...

kinda trivial but not so with an adventure token or two.
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Re: Weekly Design Contest #128: Look at the trash!
« Reply #38 on: September 13, 2021, 01:27:11 pm »
+2



With my entry I am giving players access to lots of treasures to make the Ritual Tithe worth quite a bit. (Potion, Spoils, Heirloom, and Base = 6VP). But that does require effort and if others saved their heirlooms they can purchase one late in the game, but if they trash the heirloom with all their coppers like many decks do then they will need to buy a tradition Potion to get the Ritual Tithes. Also the Heirloom brings early Potion buy power to the 1&2 turns which seems exciting. Lastly the delayed Coffers is something I am trying to see if it interesting for players to mange.

Quote
Ritual Tithe
Victory $2^(Potion)
Worth 1% per differently named Treasure in the trash.
-
When you gain this, you may trash a card from your hand. Gain a Spoils per $1 it costs. Gain a Spoils onto your deck if it has ^ in its cost.
Heirloom: Chalice
Quote
Chalice
Treasure - Heirloom $3^(Potion)
^
-
When you discard this from play, +1 Coffers.
"
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Re: Weekly Design Contest #128: Look at the trash!
« Reply #39 on: September 13, 2021, 01:57:15 pm »
+1

Having Chalice in hand on Turn 1 could be quite advantageous if your opponent only has it on Turn 2, since you’ll have an extra Coffer that you can spend on Turn 2 while your opponent won’t.
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Re: Weekly Design Contest #128: Look at the trash!
« Reply #40 on: September 13, 2021, 02:02:20 pm »
+3

Landfill
Project - $4
When you play an Action, if there are no other copies in play and at least one in the trash, play it twice instead.

Do you mean only cards that you have in play or would your opponents’ Duration cards in play count?
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Re: Weekly Design Contest #128: Look at the trash!
« Reply #41 on: September 13, 2021, 03:41:45 pm »
+1

My weird idea of the week:




Yep. A strange trash traveller type line with crazy and explosive combos. Trumpet as draw, violin as gains, harp to really kick things off and grand piano as payload. FAQ: Cards under Grand Piano are not part of your deck: they do not count for end of game scoring. There are 4 of each Instrument in the trash.
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Re: Weekly Design Contest #128: Look at the trash!
« Reply #42 on: September 13, 2021, 04:04:09 pm »
0

My weird idea of the week:

Yep. A strange trash traveller type line with crazy and explosive combos. Trumpet as draw, violin as gains, harp to really kick things off and grand piano as payload. FAQ: Cards under Grand Piano are not part of your deck: they do not count for end of game scoring. There are 4 of each Instrument in the trash.
Looks like Orchestra and Harp can steal cards from under someone's Grand Piano. Is it intended?
It won't be easy to to activate Grand Piano
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Re: Weekly Design Contest #128: Look at the trash!
« Reply #43 on: September 13, 2021, 04:21:47 pm »
0

My weird idea of the week:

Yep. A strange trash traveller type line with crazy and explosive combos. Trumpet as draw, violin as gains, harp to really kick things off and grand piano as payload. FAQ: Cards under Grand Piano are not part of your deck: they do not count for end of game scoring. There are 4 of each Instrument in the trash.
Looks like Orchestra and Harp can steal cards from under someone's Grand Piano. Is it intended?
It won't be easy to to activate Grand Piano

They can’t because the cards under piano are trashed, but not “in the trash”. Also it’s not meant to be easy to activate but harp makes it much easier - trashing even a lower card to gold to hand then using orchestra.
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Re: Weekly Design Contest #128: Look at the trash!
« Reply #44 on: September 13, 2021, 05:28:30 pm »
+1

My weird idea of the week:




Yep. A strange trash traveller type line with crazy and explosive combos. Trumpet as draw, violin as gains, harp to really kick things off and grand piano as payload. FAQ: Cards under Grand Piano are not part of your deck: they do not count for end of game scoring. There are 4 of each Instrument in the trash.

For the below-the-line text in Orchestra, you should capitalize "Instruments" and should probably clarify that all 20 copies go into the trash. Per Necromancer, it should probably say:

Quote from: Orchestra
Trash a card...from the trash.

Put the 20 Instruments into the trash.

Also, your Instruments don't need an asterisk on their price or "(This is not in the Supply.)" at the bottom (which only 3 have currently). That is only necessary when the cards will be in a pile which might be confused for a Supply pile. That's why Horse, Spoils, Travellers, and the Prizes have those, but Zombies and Heirlooms do not.
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Re: Weekly Design Contest #128: Look at the trash!
« Reply #45 on: September 14, 2021, 12:34:04 am »
0

My weird idea of the week:




Yep. A strange trash traveller type line with crazy and explosive combos. Trumpet as draw, violin as gains, harp to really kick things off and grand piano as payload. FAQ: Cards under Grand Piano are not part of your deck: they do not count for end of game scoring. There are 4 of each Instrument in the trash.

Harp and Fortress is an insane combo if you have a $5-cost Kingdom card in the trash (which you most likely will if you used Orchestra to gain Harp rather than Lurker, Rogue or Graverobber).  You could empty its Supply pile with a single Harp with Fortress in hand.  And while you're at it, you even get to draw your entire deck!

« Last Edit: September 14, 2021, 12:35:32 am by Timinou »
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Re: Weekly Design Contest #128: Look at the trash!
« Reply #46 on: September 14, 2021, 12:51:31 am »
0

Having Chalice in hand on Turn 1 could be quite advantageous if your opponent only has it on Turn 2, since you’ll have an extra Coffer that you can spend on Turn 2 while your opponent won’t.

Well i hope that each player can make use of the coffers differently. So your example is a bad turn 1 then great turn 2. The other option is ok turn 1 bad turn 2 then a great turn 3. The turn 3 card misses the shuffle but can be even more effective when a player has combines the coffers with whatever they gain earlier.
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Re: Weekly Design Contest #128: Look at the trash!
« Reply #47 on: September 14, 2021, 01:06:50 am »
0

Old Drum is crazy. Even if you do not intend to exchange it, a cantrip trasher for $3 is overpowered as you can open with two copies of it.

The Instruments start in the trash. You can't open with one copy of it, let alone two.
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Re: Weekly Design Contest #128: Look at the trash!
« Reply #48 on: September 14, 2021, 10:13:23 am »
+1

Having Chalice in hand on Turn 1 could be quite advantageous if your opponent only has it on Turn 2, since you’ll have an extra Coffer that you can spend on Turn 2 while your opponent won’t.

Well i hope that each player can make use of the coffers differently. So your example is a bad turn 1 then great turn 2. The other option is ok turn 1 bad turn 2 then a great turn 3. The turn 3 card misses the shuffle but can be even more effective when a player has combines the coffers with whatever they gain earlier.

Having a Coffer to spend before the first shuffle is better than only having it to spend after the first shuffle.  Most games with Chalice will not have any Potion-cost cards other than Ritual Tithe in the Kingdom, so you're looking at opening splits of 4/2, 2/4, or 3/3 [EDIT: or 5/1 or 1/5].  However, a player with Chalice in hand on Turn 1 will effectively have a more "normal" split of 4/3, 2/5, or 3/4 [EDIT: or 5/2 or the less normal 1/6] if they choose to spend the Coffer on Turn 2; whereas the player who only sees it on Turn 2 will likely have a worse opening.  This isn't necessarily a game-deciding advantage, but I think it's still an issue and it only gets worse if there are no worthwhile $2-cost cards in the Kingdom.   
« Last Edit: September 14, 2021, 11:39:34 am by Timinou »
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Re: Weekly Design Contest #128: Look at the trash!
« Reply #49 on: September 14, 2021, 10:29:30 am »
0

Having Chalice in hand on Turn 1 could be quite advantageous if your opponent only has it on Turn 2, since you’ll have an extra Coffer that you can spend on Turn 2 while your opponent won’t.

Well i hope that each player can make use of the coffers differently. So your example is a bad turn 1 then great turn 2. The other option is ok turn 1 bad turn 2 then a great turn 3. The turn 3 card misses the shuffle but can be even more effective when a player has combines the coffers with whatever they gain earlier.

Having a Coffer to spend before the first shuffle is better than only having it to spend after the first shuffle.  Most games with Chalice will not have any Potion-cost cards other than Ritual Tithe in the Kingdom, so you're looking at opening splits of 4/2, 2/4, or 3/3.  However, a player with Chalice in hand on Turn 1 will effectively have a more "normal" split of 4/3, 2/5, or 3/4 if they choose to spend the Coffer on Turn 2; whereas the player who only sees it on Turn 2 will likely have a worse opening.  This isn't necessarily a game-deciding advantage, but I think it's still an issue and it only gets worse if there are no worthwhile $2-cost cards in the Kingdom.
and uh the turn 1 chalice effective split of 1/6, which is Not Ideal
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Re: Weekly Design Contest #128: Look at the trash!
« Reply #50 on: September 14, 2021, 10:40:27 am »
+1

Having Chalice in hand on Turn 1 could be quite advantageous if your opponent only has it on Turn 2, since you’ll have an extra Coffer that you can spend on Turn 2 while your opponent won’t.

Well i hope that each player can make use of the coffers differently. So your example is a bad turn 1 then great turn 2. The other option is ok turn 1 bad turn 2 then a great turn 3. The turn 3 card misses the shuffle but can be even more effective when a player has combines the coffers with whatever they gain earlier.

Having a Coffer to spend before the first shuffle is better than only having it to spend after the first shuffle.  Most games with Chalice will not have any Potion-cost cards other than Ritual Tithe in the Kingdom, so you're looking at opening splits of 4/2, 2/4, or 3/3.  However, a player with Chalice in hand on Turn 1 will effectively have a more "normal" split of 4/3, 2/5, or 3/4 if they choose to spend the Coffer on Turn 2; whereas the player who only sees it on Turn 2 will likely have a worse opening.  This isn't necessarily a game-deciding advantage, but I think it's still an issue and it only gets worse if there are no worthwhile $2-cost cards in the Kingdom.
and uh the turn 1 chalice effective split of 1/6, which is Not Ideal

Oh right - I missed the 5/1 or 1/5 splits!
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Re: Weekly Design Contest #128: Look at the trash!
« Reply #51 on: September 14, 2021, 07:06:09 pm »
0

Quote
This isn't necessarily a game-deciding advantage, but I think it's still an issue and it only gets worse if there are no worthwhile $2-cost cards in the Kingdom
Except the Tithe is a 2^ costing card and if a player purchases Tithe (getting another green card unfortunately)  which can trash an estate from in hand for two spoils and try to spike after the shuffle with 2 temporary golds and maybe an unused coffers.

Quote
and uh the turn 1 chalice effective split of 1/6, which is Not Ideal

If a player gets the 1/6 spilt is it too different from getting the usual 2/5 split? an early 6 getting a Gold is not too importantly different from a terminal +$3 action card until mid game when being an action becomes a bit of a liability. And as far as giving out the 2/5 split more often, that is not to different than baker's free coffers during set up. If this effect creates too many uneven starts, I feel that players can agree to start with sorted decks if randomness is too impactful for them which many tables do, already.

Quote
Most games with Chalice will not have any Potion-cost cards other than Ritual Tithe in the Kingdom

If that bothers players too much they can build a kingdom that includes potion costs like alchemy recommends or with any dominion kingdom that includes "custom cards" they can ignore it and pick a new kingdom card that match's what they are looking for (But we can't do that! What if I run out of different interesting combinations for the small amount of official cards and even smaller amount custom cards that are out there. I desperately need every card, and every line of text on every card to be relevant to all randomly built kingdoms /s)
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Re: Weekly Design Contest #128: Look at the trash!
« Reply #52 on: September 14, 2021, 07:14:02 pm »
+1

Quote
and uh the turn 1 chalice effective split of 1/6, which is Not Ideal

If a player gets the 1/6 spilt is it too different from getting the usual 2/5 split? an early 6 getting a Gold is not too importantly different from a terminal +$3 action card until mid game when being an action becomes a bit of a liability. And as far as giving out the 2/5 split more often, that is not to different than baker's free coffers during set up. If this effect creates too many uneven starts, I feel that players can agree to start with sorted decks if randomness is too impactful for them which many tables do, already.

i mean, there's a reason some players refer to them as yellow curses. Gold isn't a good card, and there's plenty of $2s that i'd be cranky about missing out on, like Raze, Border Guard or Lurker
« Last Edit: September 15, 2021, 07:01:15 am by spineflu »
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Re: Weekly Design Contest #128: Look at the trash!
« Reply #53 on: September 15, 2021, 10:40:50 am »
+2



v2
« Last Edit: September 15, 2021, 02:46:07 pm by fika monster »
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Re: Weekly Design Contest #128: Look at the trash!
« Reply #54 on: September 15, 2021, 11:53:06 am »
+4



It's probably not that easy to pull off, but you could pin your opponents with this.  Also, the way I'm reading it, this would force your opponent to discard all copies of the trashed card, right?  That makes this too strong, especially early in the game where you trash a Copper and basically kill your opponent's next turn.

EDIT: If you limit it to discarding only one copy of the trashed card, I would also recommend that players only need to reveal their hand if they don't discard a copy of the trashed card.
« Last Edit: September 15, 2021, 12:01:01 pm by Timinou »
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Re: Weekly Design Contest #128: Look at the trash!
« Reply #55 on: September 15, 2021, 03:01:23 pm »
+3

v2

I think the wording could be simplified a bit: "Choose one: Play a non-Command Action card in the trash twice; or trash a card from your hand and each other player discards a copy of it (or reveals they can't)."

I'm assuming it intentional that you do not leave the played card in the trash (you put it in play and then discard it normally during Clean-up, so would effectively gain it but without triggering any on-gain abilities).  If not, then you need to add "leaving it there" to the first option.
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Re: Weekly Design Contest #128: Look at the trash!
« Reply #56 on: September 15, 2021, 06:35:50 pm »
+3



Chain Reaction:
Sometimes when things seem mostly under control, it just takes one trigger to start a chain reaction that can lead to catastrophe! Chain a bunch of these Reactions together and see how far you can go. The first play is pretty weak as far as trashers go, but if you can trigger it off another trash, it virtually becomes +3 cards discard a card, but with the option to replace the discarded card with one already in the trash, i.e. a lab with "trash sifting". Obviously combos incredibly well with trash-for-benefit. Costs $2 to be available in the open with any of the plethora of $5 trashers and so it can be remodeled from copper. The primary use of this card is as terminal draw (that needs collision), but with the added benefit of slowly thinning your deck (it net thins only once per first terminal play) and of course the interplay with the trash.
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Re: Weekly Design Contest #128: Look at the trash!
« Reply #57 on: September 16, 2021, 06:58:28 am »
0

v2

I think the wording could be simplified a bit: "Choose one: Play a non-Command Action card in the trash twice; or trash a card from your hand and each other player discards a copy of it (or reveals they can't)."

I'm assuming it intentional that you do not leave the played card in the trash (you put it in play and then discard it normally during Clean-up, so would effectively gain it but without triggering any on-gain abilities).  If not, then you need to add "leaving it there" to the first option.

That wasnt intentional: thanks for pointing it out
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Re: Weekly Design Contest #128: Look at the trash!
« Reply #59 on: September 16, 2021, 10:54:06 am »
0

I'm not sure if this has too much first-player advantage, or gives too much strength to a 5/2 opening.  But here's my submission anyway:



You can start by trashing a Copper to gain a Wish, but as soon as someone trashes an Estate, that is the benchmark (and a Copper usually gets you nothing unless Poor House is in the Kingdom).  But once someone self-trashes with this card, it becomes a much weaker card to everyone, since the benchmark is now trashing a minimum $5 card to get a Wish.  The consolation, $2 and trash to gain a card $1 more is fairly weak at $5 IMO, so you need to use it wisely.  And once someone trashes theirs, you will likely want to trash yours too.  But if someone trashes a $6 card with it first (usually would only happen with a $7 card in the Kingdom, like Bank, King's Court, etc), then even self-trashing the card is weakened.
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Re: Weekly Design Contest #128: Look at the trash!
« Reply #60 on: September 16, 2021, 12:05:41 pm »
+2

I'm not sure if this has too much first-player advantage, or gives too much strength to a 5/2 opening.  But here's my submission anyway:



You can start by trashing a Copper to gain a Wish, but as soon as someone trashes an Estate, that is the benchmark (and a Copper usually gets you nothing unless Poor House is in the Kingdom).  But once someone self-trashes with this card, it becomes a much weaker card to everyone, since the benchmark is now trashing a minimum $5 card to get a Wish.  The consolation, $2 and trash to gain a card $1 more is fairly weak at $5 IMO, so you need to use it wisely.  And once someone trashes theirs, you will likely want to trash yours too.  But if someone trashes a $6 card with it first (usually would only happen with a $7 card in the Kingdom, like Bank, King's Court, etc), then even self-trashing the card is weakened.
Yeah I think this is too swingy by only giving the first Estate the Wish. If this used Exile instead, then everyone could get a Wish from their first Copper/Estate. But then this guarantees 2 Wishes, which might make it too powerful.
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mathdude

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Re: Weekly Design Contest #128: Look at the trash!
« Reply #61 on: September 16, 2021, 03:12:01 pm »
0

I'm not sure if this has too much first-player advantage, or gives too much strength to a 5/2 opening.  But here's my submission anyway:



You can start by trashing a Copper to gain a Wish, but as soon as someone trashes an Estate, that is the benchmark (and a Copper usually gets you nothing unless Poor House is in the Kingdom).  But once someone self-trashes with this card, it becomes a much weaker card to everyone, since the benchmark is now trashing a minimum $5 card to get a Wish.  The consolation, $2 and trash to gain a card $1 more is fairly weak at $5 IMO, so you need to use it wisely.  And once someone trashes theirs, you will likely want to trash yours too.  But if someone trashes a $6 card with it first (usually would only happen with a $7 card in the Kingdom, like Bank, King's Court, etc), then even self-trashing the card is weakened.
Yeah I think this is too swingy by only giving the first Estate the Wish. If this used Exile instead, then everyone could get a Wish from their first Copper/Estate. But then this guarantees 2 Wishes, which might make it too powerful.

It's not just the first Estate that gets a Wish.  It's every Estate trashed with this until someone trashes something more expensive than $2.  Does that make it too powerful then?  It's not just a $6 gainer (particularly early game), it's a $6 gainer that gains a card which matches well with the first hand you draw it with.  Should it then cost $6 instead of $5?  At that point, it's almost useless for trashing Estates/Coppers, and the card is already significantly weakened later in the game.  I think I'm okay leaving it at $5.
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faust

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Re: Weekly Design Contest #128: Look at the trash!
« Reply #62 on: September 16, 2021, 03:32:45 pm »
+2

It's not just the first Estate that gets a Wish.  It's every Estate trashed with this until someone trashes something more expensive than $2.  Does that make it too powerful then?  It's not just a $6 gainer (particularly early game), it's a $6 gainer that gains a card which matches well with the first hand you draw it with.  Should it then cost $6 instead of $5?  At that point, it's almost useless for trashing Estates/Coppers, and the card is already significantly weakened later in the game.  I think I'm okay leaving it at $5.
Oh I misunderstood. Then it's definitely too strong. It effectively remodels Estates into $6 cards... Expand costs $7 and only goes up to $5 for Estates. And even if it doesn't work anymore you still get a Priest effect, which is a very solid $4.
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majiponi

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Re: Weekly Design Contest #128: Look at the trash!
« Reply #63 on: September 18, 2021, 11:43:46 am »
+1

Submission Closed!
The result will be posted within 48 hours.
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majiponi

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Re: Weekly Design Contest #128: Look at the trash!
« Reply #64 on: September 19, 2021, 11:00:07 am »
+7

This was a tough one!  I'll post the results now, as I'm feeling sleepy now...
I'll post detailed feedbacks later...zzz.


WINNER:xyz123's Shaman
Congraturations!

2nd place:Mahowrath's Altruist
3rd place:Boomyday's Orchestra&Instruments


Thank you for all your works, everyone!


Foraging Village
$3 - Action
+1 Card and +1 Action. Trash a card from your hand. If it is a Victory card, trash this and +1 Card. Otherwise, +1 Action per differently named Action card in the trash.
 
This is similar to Hideout. Instead of gaining Curse, this is one-shot and $3-cost. Interesting, but +1 Action per a trashed Action card won't work well in most games; who wants to trash their precious Action card to help their opponents?


COMMODITY
$5 - Treasure
+1 Buy
Choose one: +$2; or +$1 per copy of Commodity in the trash; or trash this for +2 Coffers.

+2 Coffers is nice, but we usually don't like sacrificing $5-cost card. I think the second option rarely works.


Mausoleum
Landmark
When scoring, 1 VP per Action card you have that has a copy in the trash.

Good.


Shovel
$5 - Treasure
Cards in the trash cost $2 less this turn. You may buy a card from the trash.
-
Setup: add to the trash a random unused Supply pile costing $5, and one Gold per player.

Sounds nice. Maybe you should imply that you can play Treasures before buying.


Junk Shop
$4 - Action
Choose one: Trash 2 cards from your hand, or gain a card costing up to $1 per differently named card in the trash. If it costs more than this, trash this.

Fair.


Tannery
$4 - Action
You may trash a card from your hand for +1 Card per differently named non-Zombie Action card in the trash. If it was an Action, +1 Action.
-
The first time you buy this in a game, trash an Action card from the Supply.

Maybe you should say "differently named Action card trashed in this game in the trash" to go crazy with Shovel and Knights..., but not bad.



Altruist - $5
Action - Duration
Trash any number of Treasures from your hand for +$1 each.
At the start of each of your Buy phases for the rest of the game, you may gain a Treasure from the trash to your hand.
(This stays in play.)

Excellent! This works very well with other trashers like Remodel or Salvager!


Relic Excavators
$4 - Action
Exile a non-Victory card from the Trash. If it is an...
Action card, play it twice from Exile, leaving it there.
Treasure card, +2 Coffers.
Copper, discard all Action cards from your Exile.
(Heirloom: Worn Shovel)

Worn Shovel
$4 - Treasure - Heirloom
Trash a card from your hand. If it is an...
Action card, gain 2 Horses.
Treasure card, +$2, +1 Buy.
Victory card, gain an Action card costing $4 or less.

Too nice for $4.  +2 Coffers is a $5-cost effect.


Foundry
$4 - Action
+1 Action
Trash a card from your hand.
Choose one: +1 Card; or draw until you have 2 cards in hand for each differently named Treasure in the trash.

Good.


Carpenter
$5 - Action
Trash a card from your hand. Gain a card costing up to $2 more than it.
Choose a non-Victory card from the trash. You may Exile it's copy from the Supply.

Good, but I don't see why you gain from the Supply. Just saying "You may Exile a non-Victory card from the trash." isn't simpler?


Shaman
$4 - Action
Choose one: trash 2 cards from your hand; or look at one card from the top of your deck per card type in the trash. Trash or discard any number of them. Put the rest back in any order.

Wow! Strong Lookout or Doctor! It kills Looters almost completely! Very nice!


Way of the Vulture
Play a non-Command Action or Treasure card from Trash costing less than this, leaving it there.

Fine, but it'll be dead without a trasher.


Book of the Dead
$4 - Project
When you play an Action, if you have no other copies in play and at least one in the trash, play it twice instead.

Zzz...will it work often?


Ritual Tithe
$2P - Victory
Worth 1vp per differently named Treasure in the trash.
-
When you gain this, you may trash a card from your hand. Gain a Spoils per $1 it costs. Gain a Spoils onto your deck if it has P in its cost.
Heirloom: Chalice

Chalice
$3P - Treasure - Heirloom
+P
-
When you discard this from play, +1 Coffers.

Seems interesting, but as other players suggests, Chalice sometimes makes games too swingy.


Orchestra
$4 - Action
Trash a card from your hand, and gain a card costing exactly $1 more from the trash.
-
Setup: Put the instruments in the trash.

I don't fully understand Orchestra and its Instruments, but they "sound" nice. Great work!


Tomb Defiler
$5 - Action - Attack - Command
Choose 1: Play an non-command Action card in the trash twice; Or Trash a card from your hand. Each other player discards a copy of it, or reveals a hand with no copy of the card.

Fmm... I don't think the first option will be used so often.


Chain Reaction
$2 - Action - Reaction
+1 Card
Trash a card from your hand.
-
When one of your cards is trashed, you may play this from your hand. If you do, +2 Cards and gain a non-Victory card from the trash.

Fair.


Invention
$5 - Action
+$2
Trash this or a card from your hand. If there are no cards in the trash which cost more $ than it, gain a Wish from its pile. Otherwise, gain a card costing exactly $1 more than it.

Nice work.
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xyz123

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Re: Weekly Design Contest #128: Look at the trash!
« Reply #65 on: September 19, 2021, 04:05:25 pm »
+3

Wow

Didn't expect that. Thanks Majiponi.

*Puts thinking cap on to come up with ideas for the next competition*.
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