Okie dokie artichokie. Since there's A Lot of cards this time, I kept summary judgments pretty brief. Sorry.
If no one minds, I'm going to submit an improved version of the cards I entered for the Pairs contest.
Now the Pair card with Puppeteer is Marionette, and Puppet is a Heritage card that comes with them, replacing an Estate.
EDIT: Revised versions:
Puppeteer
$5 - Action - Attack
+$2.
Each other player reveals their hand and plays an non-attack Action or Treasure from it that you choose. If they then have less than 5 cards in hand, they get +1 Card.
Marionette
$5 - Action - Reaction
Reveal the top 4 cards of your deck. From them, set aside an Action and a Treasure. Discard the other revealed cards then play the set aside cards in either order.
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When another player plays an Attack, you may first set this aside to play this at the start of your next turn.
Puppet
$3 - Action - Heritage - Victory
If you didn't spend an Action to play this, +2 Cards. The player whose turn it is gets +$1, +1 Buy, and discards a card.
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Worth 1 VP.
FAQ: If a card says "Play an Action card" rather than "+1 Action", that does not count as spending an Action.
I really like Puppeteer. Marionette might be too strong though - it's basically Hunter+, and that card is already pretty beefy.
Puppet is very clever.
Here is my entry: paid traveller and carts
So one thing I noticed with Carts is that you want to push the game towards emptying at least one pile, otherwise they're just vanishing coin, yknow? These don't really do that, which means they're going to be sloggy. Supreme Carter is going to be swingy as heck, especially if one player can proc theirs at the end and the other can't.
I'm torn about differing exchange conditions between travellers - they should probably all have a similar thing, right? Like, 1st "discard an action", then "discard 2 actions" or similar.
Way of the Raven
Way
+1 Curse Token
You may play an Action card from your hand that you don't have a copy of in play twice.
Witch's Hut - $4
Action - Victory - Heritage
You may gain a Curse or Exile a Curse from your hand. If you do, -2 Curse Tokens .
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Worth 3% per 2 Curses you have (round down).
I am unsure about the VP scaling on Witch's Hut. Right now it makes Curses beneficial, beyond them junking your deck. I was thinking of having it only mitigate the Curses VP penalty, maybe at a "worth 2 VP for every 3 Curses" rate. Could use another opinion on that. This was a bit of a rush design, so I could only get 2 or 3 mechanics into it. Feedback is appreciated.
First off, I really like Way of the Raven. I think that alone is a worthwhile addition to the game, and really a good jumping off point for "what would a throne way look like?", if it's Too Much.
Witch's Hut, I feel like it goes against the general sense of how VP tokens and Curse tokens should work - they don't move, right? Maybe it's fine. Idk.
Absolutely wild choice to enter two traveller lines. I'll allow it, but man. Doesn't really put me "on your side" for judging.
But these are pretty clever actually. The simplicity really works for them. I'd consider tweaking the tier 3+4 treasures to be a little weaker, just because, consider toy shop as a beefier Merchant Ship. Child's joy as a double-Plunder is also suuuper strong.
Still though, I like the interplay, good job keeping them simple, and innovative way of making them a paid (and limited) deal.
You could probably rephrase Sawmill as a "Choose one" type deal. Idk. I don't feel super strongly about these. Seedling changes up the opening - especially that opening shuffle - in a swingy way. Rusty Saw is good. I feel like Forest is going to have boards where it's way too good and needs to be reined in somehow - turning any number of Warehouses into Superlabs is Too Good.
Feedback is appreciated.
A village is always an eminently reasonable entry. However, they don't really need on-gain effects like this, because you want them anyway as an engine component (as opposed to Sycophants or Lackeys, which you can definitely have Too Many of).
It's probably not busted, and if anything it might be underpriced, especially if they all go before the carts get used.
My Submission:
| Dragon Tamers Ally At the start of your turn, you may spend 3 Favors to play one of the face up Dragons, leaving it there, then flip it over.
| |
I am using Week 25's Singular "Duration" Attacks. I'm also using the 2-sided cards from Carline's Dominion: Venus expansion. The 2-sided Dragon attack cards are (the card on top starts face-up):
Red Dragon / Green Dragon: | | Plague Dragon / Gold Dragon: | | Ice Dragon / Storm Dragon: |
| | | | |
Red Dragon $5 Action - Attack - Dragon Each other player discards down to 3 cards in hand.
| | Plague Dragon $5 Action - Attack - Dragon Discard a card. Each other player may gain a Curse to their hand. Then, each other player may reveal their hand. If they didn't reveal a Curse, they get +2§.
| | Ice Dragon $5 Action - Attack - Dragon Each other player reveals the top 2 cards of their deck. They Freeze one of those cards you choose three times, then discards the other.
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Green Dragon $5 Action - Attack - Dragon Choose one: +2 Cards; or gain a card costing up to $4 onto your deck; or each other player with 5 or more cards in hand puts cards from their hand onto their deck until they have 4 cards in hand.
| | Gold Dragon $5 Action - Attack - Dragon +$3 Each other player gains a Copper normally (into their discard pile), to their hand, or onto their deck, their choice.
| | Storm Dragon $5 Action - Attack - Dragon +2 Cards Discard 2 cards, revealing them. Each other player with 4 or more cards in hand discards a copy of one of those cards (or reveals they can't).
|
I really did ask for it, doing the recap week with both travellers and pair cards "in bounds".
Going to kind of go through one at a time on these.
Red Dragon: I do not feel strongly about Red Dragon. It's probably fine.
Green Dragon: The attack is the point, right? what's with these other weak options?
Plague Dragon: This is cool and a good use of raven tokens.
Gold Dragon: This is clever. I don't know if it needs the money bonus. I feel like you'd want to use this regardless of its lowercase-b boon for you, because you want to get it back to Plague Dragon. If you want to nerf it a little (and i do mean a little), just make it gain to hand, then each other discards down to 5.
Ice dragon: absolutely brutal freeze attack. Three turns? in midgame, where it freezes out your, say, Overlord? nah. how's this on the same power level as red dragon?
Storm dragon: clever, and probably the only good use of the bonuses on these.
With having one option blocking others, it does mess with the opening in bad ways - it's not like an opponent can necessarily retaliate in kind, they'd probably get stuck doing The Other dragon at you, yeah?
These on their own / triggered from an Event or similar landscape would be extremely swingy. Factoring in Liaisons, they're going to be impossible to balance. Maybe that makes for a fun game, but it probably just earns them a spot on my banlist after an opponent Ice Dragon's my overlord while I Storm Dragon a duchy out of their hand, choosing my discards so i can still try to hit $5.
This is also making me rethink whether I want to do "design an ally" for the next WDC. I think there's a reason most of those are fairly conservatively designed, and that's because it is combinatorically explosive ground to tread.
Merchant City $5 Action
+1 Card
+2 Actions
If one or more supply piles are empty: +1 Coffers and you may spend 4 Favors or 4 Coffers to play Trade.
Glass Maker $4 Action - Liaison
+1 Card
+1 Action
If you have an even number of Glass Makers in play, +1 Coffers, +$1, and +1 Favor
Trade Outcome
+1 Villager
+1 Buy
+$6
Merchant City & Glass Maker are paired cards.
First impression: This is doing too much. Doubly so with Glass Maker being a Liaison. I get that Glass Maker exists as an enabler for Merchant City, but it's going to be a bummer for the player that lines those up versus the player whose shuffle gives them those spread over several hands during that post-opening early game.
Additionally, I'm not convinced a card needs to ever give coin
and coffers. Or that Trade needs to be giving Villagers. or enabled via Favors. Trade is too big of a swing with 4 Favors -> $6.
Nitpick:
Trade is already an EventCorvidologist $5 Action - Duration
Gain a card onto your deck costing up to $5. If you do, at the start of your next turn, play the Raven.
Raven $0* Action - Attack
Each other player reveals their hand. If the cards are not all different, they discard down to 3 and get +2 Curse tokens.
Good analysis on Curse tokens having the same issue as VP tokens. I like how the Corvidologist is a partial defense against the Raven attack.
Nitpick: Corvidologist should probably specify to leave it there when playing the Raven.
Great job everyone; it was not easy choosing a winner. Ultimately I chose based on walking a theoretical new player through as my regularization - the cleanest entry in that respect was Corvidology, but I imagine I'd have a great time playing a number of these cards.
Winner: Aquila's Corvidology + RavenRunner Up: arowdok's Maturity + Buttons + Parcel
LibraryAdventurer, you should absolutely put together a mini-expansion on the concept "If you didn't spend an action to play this".