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Author Topic: Weekly Design Contest #156: When Gain  (Read 4962 times)

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4est

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Weekly Design Contest #156: When Gain
« on: June 26, 2022, 04:51:21 pm »
+8

Hey everybody! We're on the eve of Hinterlands 2E reveals this week, but to prevent the weirdness of doing a 2E-themed contest the same week as the official reveals (like with Prosperity), I'm going to keep this week's contest a bit more general while still paying homage to one of Hinterlands' major themes.

Design a card or landscape that features a when-gain effect.

Acceptable submissions include:
  • Cards that have a when-gain effect when players gain them (usually using a below-line clause) such as Mint, Border Village, Inn, Ill-Gotten Gains, Embassy, Lost City, Emporium, Villa, Cemetery, Blessed Village, Skulk, Ducat, Experiment, Silk Merchant, Lackeys, Spices, Camel Train, Cavalry, or any of the Night cards that gain themselves to your hand.
  • Cards with effects that can trigger when another card is gained, such as Sailor, Pirate, Watchtower, Collection, Tiara, Duchess, Trader, Duplicate, Groundskeeper, Tracker, Changeling, Black Cat, Sheepdog, Falconer, Livery, Guildmaster, or Skirmisher.
  • Landscapes that grant an effect when a card is gained, such as Travelling Fair, Battlefield, Guildhall, Innovation, or Architect's Guild.

Other rules and suggestions:
  • Your entry must feature a when-gain effect that can trigger the moment a card is gained.
  • Cards and landscapes that check gains later in a turn but don't grant immediate "when gain" effects (like Triumph, Conquest, Monastery, or the errata'd version of Merchant Guild) will not be accepted.
  • Cards whose gain effects are tied to if clauses and handled separately from the gaining event (like Ironworks or Dominate) will not be accepted.
  • As of today it looks like, Overpay cards are now technically "when gain" thanks to the new errata, so they are acceptable.
  • Take into account the recent shift we've seen away from when-buy triggers, and try to stick to when gain language, adding clauses like "When you gain this, if you bought it" or "When you gain this during your Buy phase" when necessary.
  • I will accept split piles or non-Supply cards as part of your submission, just try to keep things to no more than two cards if you can.
  • Don't make me squint. Eliminate unnecessary words and complexity where possible.

Judgement Details:
  • Entries and revisions must be submitted by 5:00 PM CDT (10:00 PM UTC) on Sunday, July 3. I'll have results posted on Tuesday, July 5.
  • Entries will be judged on ingenuity, balance, simplicity, and creative/appropriate use of the when-gain mechanic.

Have fun! As I was pulling examples of official cards with when-gain effects, I was shocked at how many there are (and I eventually stopped including them all). Thus, there are a wide variety of directions people can go this week, it seems Hinterlands really started a trend here!

I'm excited to see your designs!



Entries:

Healer by Gubump
Junk by kru5h
Gardener by Joxeft
Pawn Shop by Builder_Roberts' brother
Barrows by MochaMoka 
Incredible Workshop by fika monster
Hound by X-tra
Trust by spineflu
County by mandicoa15
Silverbug by Augie279
Flea Market by NoMoreFun
Seamstress by Xen3k
Books by Dubdubdubdub
Lumberjack by emtzalex
Training Grounds by xyz123
Christmas Tree by CaptainReklaw
Bribe by jorikke
Burough by Jonasssss
Footman by AJL828
« Last Edit: July 04, 2022, 09:22:49 pm by 4est »
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Gubump

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Re: Weekly Design Contest #156: When Gain
« Reply #1 on: June 26, 2022, 05:46:51 pm »
+7

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kru5h

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Re: Weekly Design Contest #156: When Gain
« Reply #2 on: June 26, 2022, 07:19:16 pm »
+3

Entry:

Junk


Previous Entry 2.
Dagger


Previous Entry 1.
Convent
« Last Edit: July 02, 2022, 09:55:32 pm by kru5h »
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Joxeft

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Re: Weekly Design Contest #156: When Gain
« Reply #3 on: June 26, 2022, 07:27:41 pm »
+1

Quote
Gardener - Action - Cost: 4

+1 Card
+1 Action
This turn, when you gain a Victory card Exile it.

Feedback is appreciated.
« Last Edit: June 27, 2022, 09:23:42 am by Joxeft »
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Re: Weekly Design Contest #156: When Gain
« Reply #4 on: June 26, 2022, 09:05:02 pm »
+3

Convent


This is definitely too strong for only $4. A mandatory cantrip trasher at $4 is already too good and this has 2 extra bonuses on top of that. It’s probably ok for a $5 though.
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kru5h

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Re: Weekly Design Contest #156: When Gain
« Reply #5 on: June 26, 2022, 10:07:51 pm »
0

Convent


This is definitely too strong for only $4. A mandatory cantrip trasher at $4 is already too good and this has 2 extra bonuses on top of that. It’s probably ok for a $5 though.

You are correct. A few years away from the forums and my sense of game balance is gone. I will modify my original post with a new entry. Thank you.

fika monster

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Re: Weekly Design Contest #156: When Gain
« Reply #6 on: June 27, 2022, 01:21:13 am »
+3

Quote
Hospital - Project - Cost: 6

During your turns, when you gain a card you may Exile it.

Feedback is appreciated.

Looks superstrong. Buy this before Greening and you dont even have to worry about green cards diluting your deck.
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Builder_Roberts

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Re: Weekly Design Contest #156: When Gain
« Reply #7 on: June 27, 2022, 01:53:47 am »
0

So, I told my brother about this contest (and fan-card contests in general) so he made a card, and I wanna see if it will win/even place!
Quote
Pawn Shop - Action - Cost: $4

+1 Buy
+$2      
Discard a card.
-------------
When you gain this, you may trash a card from your hand for +$1 per $1 it costs.

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MochaMoko

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Re: Weekly Design Contest #156: When Gain
« Reply #8 on: June 27, 2022, 02:32:22 am »
+4

Quote
Barrows
Victory


4
-
When you gain this, trash a
card from your hand. If it's
an Action, gain a Duchy.



I know this isn't exactly a Hinterlands 2e prompt, but this is my fixed Farmland. It doesn't do some cute things that Farmland can do, but it has no problems with being on-gain, and it is worth enough VP to be a competitive alt-VP source. Just make sure you have something you're willing to let go of (bury); the trashing is mandatory just like Farmland!
« Last Edit: June 27, 2022, 04:15:15 pm by MochaMoko »
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Joxeft

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Re: Weekly Design Contest #156: When Gain
« Reply #9 on: June 27, 2022, 08:54:14 am »
0

Quote
Hospital - Project - Cost: 6

During your turns, when you gain a card you may Exile it.

Feedback is appreciated.

Looks superstrong. Buy this before Greening and you dont even have to worry about green cards diluting your deck.
What should it cost then.
« Last Edit: June 27, 2022, 08:57:31 am by Joxeft »
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fika monster

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Re: Weekly Design Contest #156: When Gain
« Reply #10 on: June 27, 2022, 10:17:24 am »
+3

Imp Meets Workshop!


Quote
Incredible Workshop - 5$ - Action

Gain a card costing up to $4. If it's an action or treasure you don't have a copy of in play,, you may play it.
Shouldnt be self looping, aside from procession

Edit 1: Improved wording
« Last Edit: June 28, 2022, 01:20:31 am by fika monster »
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Re: Weekly Design Contest #156: When Gain
« Reply #11 on: June 27, 2022, 10:54:08 am »
+5

Hey, fun contest!

So, I have no idea if this qualifies. Do tell me if it doesn't, the line's weird here. I have other simpler cards to use if it fails to qualify, but I really wanted to try go wacky here first. 'Sides, now is a good time to see if people like this idea:



are Curse tokens. They don't clog your deck, but are worth -1 at the end of the game. There's a limited amount of Curse tokens to hand out in a game: Use as many as there are Curses in the Supply (10 in a 2-player game, 20 in a 3-player game, etc...).
« Last Edit: June 27, 2022, 11:39:29 am by X-tra »
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4est

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Re: Weekly Design Contest #156: When Gain
« Reply #12 on: June 27, 2022, 04:13:55 pm »
+1

Hey, fun contest!

So, I have no idea if this qualifies. Do tell me if it doesn't, the line's weird here. I have other simpler cards to use if it fails to qualify, but I really wanted to try go wacky here first. 'Sides, now is a good time to see if people like this idea:



are Curse tokens. They don't clog your deck, but are worth -1 at the end of the game. There's a limited amount of Curse tokens to hand out in a game: Use as many as there are Curses in the Supply (10 in a 2-player game, 20 in a 3-player game, etc...).

This qualifies!
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Re: Weekly Design Contest #156: When Gain
« Reply #13 on: June 27, 2022, 04:19:58 pm »
+1

Imp Meets Workshop!


Quote
Incredible Workshop - 5$ - Action

Gain a card costing up to $4. If you don't have a copy of it in play, you may play it.
Shouldnt be self looping, aside from procession

This one is borderline since it's not really a traditional when-gain effect by using an if-clause (similar to Ironworks). I'm willing to allow it though, it's definitely a bit fuzzy there.

One thing, this does need language to prevent weirdness around gaining and then playing VP cards (perhaps something like "The next time you gain a non-Victory card you don't have a copy of in play, you may play it. Gain a card costing up to $4.“).
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Re: Weekly Design Contest #156: When Gain
« Reply #14 on: June 27, 2022, 05:12:04 pm »
+2

new overpay wording's brevity is good.

Quote
Trust • $2+ • Treasure
$1
+1 Buy
-
When you gain this, you may overpay. Overpay: per $1 overpaid, +1 Card.

On gain storyteller.
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mandioca15

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Re: Weekly Design Contest #156: When Gain
« Reply #15 on: June 27, 2022, 06:28:10 pm »
+6

County (Victory, $6)

6VP

———
When you gain this on your turn, trash your hand.

A cheaper Province, but there’s a catch. Do you want to trash lots of cards? Sometimes you will…
« Last Edit: June 30, 2022, 01:29:55 pm by mandioca15 »
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Re: Weekly Design Contest #156: When Gain
« Reply #16 on: June 28, 2022, 12:18:12 am »
+4



Silver being better than Gold? What is this madness? May as well take advantage of it while building your deck.
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Re: Weekly Design Contest #156: When Gain
« Reply #17 on: June 28, 2022, 04:33:12 pm »
+1

County (Victory, $6)

6VP

———
When you gain this, trash your hand.

I am very glad Ambassador doesn't exist anymore...
(Swindler and Messenger -- super edge case -- can still force someone to gain County; that may be something you want to address if you find it problematic enough)
« Last Edit: June 28, 2022, 04:35:47 pm by MochaMoko »
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4est

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Re: Weekly Design Contest #156: When Gain
« Reply #18 on: June 28, 2022, 06:18:19 pm »
0

Adding an "on your turn" clause should fix those edge cases.
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kru5h

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Re: Weekly Design Contest #156: When Gain
« Reply #19 on: June 28, 2022, 09:59:44 pm »
+2

My Dagger entry seemed a bit weak, so I added $1 to it.



Entry changed above as well.

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Re: Weekly Design Contest #156: When Gain
« Reply #20 on: June 29, 2022, 05:29:24 am »
0

Flea Market
Action - $2
+2 Actions
You may exchange this for a Silver
________
When you gain this, you may play it.

Edit: Removed +buys.

I liked Trail so I made this. It's a bit like Delve - in games using this, Silver becomes much easier to access. In games without gainers, you get a discount (and it counts as an Action if that's relevant). In games with gainers, those gainers are now Villages if you gain Silver. And sometimes you just want a Necropolis.
« Last Edit: June 29, 2022, 07:15:50 am by NoMoreFun »
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Re: Weekly Design Contest #156: When Gain
« Reply #21 on: June 29, 2022, 06:24:09 am »
+2

Flea Market
Action - $2
+2 Actions
+2 Buys
You may exchange this for a Silver
________
When you gain this, you may play it.
You can easily 3-pile with this and any cost reducer. Indeed, you can 3-pile on T2 with this+Ferry.
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NoMoreFun

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Re: Weekly Design Contest #156: When Gain
« Reply #22 on: June 29, 2022, 06:40:42 am »
0


You can easily 3-pile with this and any cost reducer. Indeed, you can 3-pile on T2 with this+Ferry.

Patched up. It now gives you nothing if it costs nothing, and you can't exchange it for a Silver during your Buy phase, which made it strictly better than Delve.

And you could 3 pile on turn 1 with Ferry and Pouch (so good catch)
« Last Edit: June 29, 2022, 06:44:52 am by NoMoreFun »
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Re: Weekly Design Contest #156: When Gain
« Reply #23 on: June 29, 2022, 07:07:48 am »
0


You can easily 3-pile with this and any cost reducer. Indeed, you can 3-pile on T2 with this+Ferry.

Patched up. It now gives you nothing if it costs nothing, and you can't exchange it for a Silver during your Buy phase, which made it strictly better than Delve.

And you could 3 pile on turn 1 with Ferry and Pouch (so good catch)
This certainly prevents the most problematic loops.

I've tried to construct loops for this but it helps that exchanging is not gaining (otherwise you could do Guildmaster/Architect's Guild loops).
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Xen3k

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Re: Weekly Design Contest #156: When Gain
« Reply #24 on: June 29, 2022, 07:39:42 pm »
+2



Quote
Seamstress - $2
+1 Action
You may discard a card for +1 Card.
You may discard a card for +1 Coffers.
----
When you gain or trash this, you may discard a Treasure to gain a card costing $1 or $2 more than this.

A cheap, weak hand sifter, like a mini non-terminal Storeroom. The interesting thing about it is the on gain/trash effect where you can discard a Treasure to gain a $3 or $4 cost card. If there is no trashing I can see this being a lot more unappealing, but there will still be cases where it is a good pickup. Feedback is appreciated.
« Last Edit: June 29, 2022, 08:38:19 pm by Xen3k »
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