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Author Topic: Weekly Design Contest #180: Pay the Iron Price  (Read 3636 times)

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faust

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Weekly Design Contest #180: Pay the Iron Price
« on: February 28, 2023, 03:28:43 am »
+4

WDC #180: Pay the Iron Price

There is a new Plunder mechanic yet unexplored in these contests, and I am here to remedy that.

This week's contest is twofold. Each entry should be a pair of designs.

The first design should gain Loot somehow. Cards, Allies, Projects, Traits, etc. - pretty much anything goes so long as it gains Loot.

The second design should be an addition to the Loot pile. This should be a card that might well be included in Plunder - thus, it should not use any expansion-specific mechanics from sets other than Plunder.

Judgment criteria:
Other than the usual criteria like balance, fun to play with etc. there are some particular things to note here: As the design space for cards the gain Loot is wider, that entry will make up the bigger part of my judgment, roughly two thirds. When designing a Loot card, make sure that it fits well with the other Loots. Ideally, it would fill some sort of niche left untouched by the official Loots.
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Ethan

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Re: Weekly Design Contest #180: Pay the Iron Price
« Reply #1 on: February 28, 2023, 11:48:12 am »
+2

Quote
Siege -
Project
At the end of your Buy phase, add a token here, then gain a card costing equal to the number of tokens here from Supply or the Loot pile.
Quote
Map -
Treasure - Loot

+1 Buy
-
This turn, cards cost less.
In the process of sieging the city, keep plundering the wealth and eventually storm the city to get the loot. If you have a map, your plundering will be even more efficient.
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BryGuy

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Re: Weekly Design Contest #180: Pay the Iron Price
« Reply #2 on: February 28, 2023, 12:05:59 pm »
+1

So after reviewing all of the Loots and Loot gainers, i noticed that there was no overt interaction with Silver. I went for a PickAxe variant, but modified to get a $4 price point since that is also not used.
Silver Plate allows you to either replace your Coppers or acts like a Trader. It limits to Non-Treasure to prevent Silver triplication.

Quote
Silver Trader
$4 Treasure
+1 Buy
You may choose one: gain a silver; or exchange two silvers from your hand for a Loot.
-
When you trash this, gain a Silver.


Silver Plate
$7* Treasure - Loot
+1 Buy
You may choose one to trash from your hand: up to two Treasures to gain a Silver per Treasure; or a Non-Treasure to gain a Silver per $1 it costs.

« Last Edit: February 28, 2023, 12:10:03 pm by BryGuy »
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Udzu

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Re: Weekly Design Contest #180: Pay the Iron Price
« Reply #3 on: February 28, 2023, 03:09:19 pm »
0

The second design should be an addition to the Loot pile. This should be a card that might well be included in Plunder - thus, it should not use any expansion-specific mechanics from sets other than Plunder.

Quick clarification: what counts as an expansion-specific mechanic? Presumably anything that requires a physicial component (e.g. tokens, Exile mat) is out. But what about card types that were only used in one expansion but require nothing beyond the explanation in the rulebook, such as Nights and Reserves?
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xyz123

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Re: Weekly Design Contest #180: Pay the Iron Price
« Reply #4 on: February 28, 2023, 03:51:12 pm »
+5

Goldsmith
Action
$3

+1 Card
+1 Action
_____________________________________________________________________
While you have this in play, when you would gain a Gold, you may instead gain a Loot

Bullion
Treasure-Victory-Loot
$7*

$3
+1 Buy

Worth 1VP for every 2 Loot cards you have (round down)
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Re: Weekly Design Contest #180: Pay the Iron Price
« Reply #5 on: February 28, 2023, 04:19:25 pm »
+3



Dominion has Loot, so how about some Loot Crates? Crate lets you play a little Monty Hall game and you can keep playing if you discard Silvers.

Don't like what Loot you got? Furnace lets you trade in your Loots for other Loots.
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czzzz

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Re: Weekly Design Contest #180: Pay the Iron Price
« Reply #6 on: February 28, 2023, 04:46:42 pm »
+5


Lapidary is a soft terminal that especially enjoys getting played in the Buy phase, rewarding cards like Orb and Staff.
"Next time" was a key mechanic of Plunder, and there's quite a few cards in it that trash, so I figured Homing Pigeon would be a natural addition.

Originally Homing Pigeon was Boomerang and went to your hand when you trashed stuff. But I didn't want to be able to play it multiple times in one turn, so I settled on this.
« Last Edit: February 28, 2023, 04:51:31 pm by czzzz »
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Augie279

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Re: Weekly Design Contest #180: Pay the Iron Price
« Reply #7 on: March 01, 2023, 12:41:08 am »
+2



A Forge-Pickaxe-minigame thing that lets you gain Loot! Are said Loot giving you a bit too much money? It's alright, Watch buys you a bit of time.

Rules Clarifications
-You may only trash cards with Jeweler if their combined costs totals $7. If they cost any more or any less (including Debt and Potions), Jeweler will not trash them.
-Watch only stays out an extra turn if you fulfill its $2 unspent requirement.
« Last Edit: March 01, 2023, 12:44:24 am by Augie279 »
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Re: Weekly Design Contest #180: Pay the Iron Price
« Reply #8 on: March 01, 2023, 12:59:49 am »
+1



Quote
Gangplank
$5 - Action
+3 Cards.
You may discard three cards to gain a Loot if you haven't already gained one this turn.
(Originally was discard two cards for a loot, but that seemed strong compared to other cards that give Loot.)

Quote
Signet Ring
$7 - Treasure - Loot
+$3
Choose one: +1 Buy, or set aside an Action you have in play to play it at the start of your next turn.

faust

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Re: Weekly Design Contest #180: Pay the Iron Price
« Reply #9 on: March 01, 2023, 04:16:05 am »
0

The second design should be an addition to the Loot pile. This should be a card that might well be included in Plunder - thus, it should not use any expansion-specific mechanics from sets other than Plunder.

Quick clarification: what counts as an expansion-specific mechanic? Presumably anything that requires a physicial component (e.g. tokens, Exile mat) is out. But what about card types that were only used in one expansion but require nothing beyond the explanation in the rulebook, such as Nights and Reserves?
I would also count Nights and Reserves as expansion-specific mechanics.
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emtzalex

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Re: Weekly Design Contest #180: Pay the Iron Price
« Reply #10 on: March 01, 2023, 11:54:39 am »
+3

My submissions:
         
Quote
Spelunker • $3 • Action
+1 Action
Reveal the top card of your deck and put it into your hand. If it's an...
Action card, +1 Action
Treasure card, +1 Buy
Spelunker, gain a Loot
Quote
Ornate Chest • $7* • Treasure - Duration - Loot
$3
+1 Buy
The next time you gain a Loot, put it and this onto your deck afterwards.
         


My submissions are Spelunker and Ornate Chest. For my Loot gainer, I made Spelunker, an always-cantrip which is conditionally a village or Market Square. If you can collide two of them, they can work together to find some Loot deep in those caves.

My submission for an addition to the Loot pile is Ornate Chest. In addition to the standard +$3 and +1 Buy, OC use the "next time" mechanic to topdeck both itself and the new piece of Loot. While keeping this out of your deck while it waits for another Loot gain can be a disadvantage, especially in games when Loot is infrequently gained (e.g. with Search), it also provides a strong bonus, not only getting you your new Loot more quickly, but also ensuring (absent handsize attacks) that you'll have 2 Loots in the same turn.
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NoMoreFun

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Re: Weekly Design Contest #180: Pay the Iron Price
« Reply #11 on: March 01, 2023, 10:57:25 pm »
+2

Heist
Action - $5
Gain and play a Loot. Each other player may gain a Gold.

Circlet
Action/Treasure/Loot - $7
+1 Buy
Choose one: +3 Cards or +$3
« Last Edit: March 03, 2023, 12:46:36 am by NoMoreFun »
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Re: Weekly Design Contest #180: Pay the Iron Price
« Reply #12 on: March 02, 2023, 06:47:02 pm »
+1

Prospector
$5 - Action
+2 Cards and +1 Action
If you have cards in play with a total cost in coins of exactly $10, $11, or $12, set this aside. If you did, return it its pile at the start of Clean-up to gain a Loot. 

Notes: If it gained the Loot immediately, it would typically be stronger than Laboratory. Gaining the Loot at Clean-up makes it weaker and forces more interesting tradeoffs, because on the turn you use it for draw you don’t yet have the Loot that you’d like to draw. You might also have to choose whether to trade Prospectors for Loot relatively early in your turn, before you know precisely how good your turn will be, or if you draw a hand of only Prospectors you might be forced to trade one or more in to continue your turn.

FAQ: The cost of cards you have in play will typically count this card itself.

Tapestry
$7 - Treasure Duration Loot
+
+1 Buy
At the start of your next turn, you may play an Action from your hand twice.

Notes:
I considered allowing it to also play Treasures twice, but that seems like it would make it too strong and too easy to integrate into any deck. I consciously chose it to have +Buy because there are games where whether your Loot has +Buy loot can be decisive. Sorry if giving only 2 coins messes up your planning! It seems on the strong side for Loot, but it’s weaker if you get it early because you don’t yet have the Actions to reliably support it.
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Snorka

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Re: Weekly Design Contest #180: Pay the Iron Price
« Reply #13 on: March 03, 2023, 12:13:55 am »
+3

New versions:

Two cards doing similar things! I think they're mostly balanced but in games with lots of attacks Usurper might be too good.
Edit: Cards nerfed after Holger's criticism.
« Last Edit: March 03, 2023, 06:06:08 pm by Snorka »
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Re: Weekly Design Contest #180: Pay the Iron Price
« Reply #14 on: March 03, 2023, 01:14:25 am »
+2



Quote
Procurement
$5 - Night - Duration

At the start of your next turn, trash this and 3 Loots from their pile, then gain a Loot from the trash and play it.



Quote
Guildry Symbol
$7* - Treasure - Loot
$3
+1 Buy
This turn, when you gain a card, you may pay $1 for +1 Buy.

Procurement lets you hunt for specific Loots more easily.  At first I tried to come up with wording where you would reveal 3 Loots, pick one, and then put the others on the bottom of the pile (kind of like Black Market), but it was easier and more fun to use the trash.  It also lets you play a Loot at the beginning of your turn, which leads to some interesting interactions.  Notably Endless Chalice is a little better (you get the $1 and Buy both now and later this turn), and Prize Goat is a little worse (you might have fewer options for trashing).  Once Spell Scroll has been found, it is always an option.  Playing a Treasure at the start of your turn also has a very nice synergy with Landing Party.

Loots are often significant in kingdoms with no other +Buy, so it’s sad when you’re hunting for that and can’t get it.  Yet none of the existing Loots give you lots of Buys, so I figured I would do that. Guildry Symbol is the other half of Travelling Fair that Insignia didn’t take.  Originally I had it provide $4 and no initial +1 Buy, but I changed it to bring it more in line with the other Loots and focus its identity.  In the end, it’s a lot like Amphora and Orb.  Sometimes they can do something special, but often they are just +1 Buy and +$3, and I’m OK with that.
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Holger

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Re: Weekly Design Contest #180: Pay the Iron Price
« Reply #15 on: March 03, 2023, 04:44:09 am »
+1


Two cards doing similar things! I think they're mostly balanced but in games with lots of attacks Usurper might be too good.

I think Usurper may already be too strong on its own as you can trigger its second effect just by buying another copy of it yourself (until the pile is empty, but by then you'll have gained dozens of Loots).
Compared to Cutthroat, it gives an extra Throne Room after fulfilling their respective gain condition, which is a huge advantage.

Blood Crown is better than Platinum when you can play another Loot or a Gold with it, or a Grand Market+Throne Room when playing an Attack with it in your Action phase. But it might be fine since you wont always have such a collision.
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arowdok

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Re: Weekly Design Contest #180: Pay the Iron Price
« Reply #16 on: March 03, 2023, 02:48:20 pm »
+6

Here is my entry

Quote
Omnibus
$4
Action
Reveal your hand. If the revealed cards all have different names, gain a Loot to your hand. Otherwise, trash up to 2 cards from your hand.
This card is decent trasher comparable to steward. The biggest upside to me is the option to trash either 1 or 2 cards not always just 2 cards. Other things that make this card weaker then Steward are this new card can never draw cards, it can not trash card when only unique cards are left in hand; so if players are down to 1 Copper and 1 Estate then tough luck. The huge upside vs steward comes with the first clause, a flat +$2 compared to gain a loot to hand. This card is less flexible then steward as players don't make the choice directly but more indirectly by and sculpting like Menagerie requires. Unlike Menagerie this card helps set it self up via trashing, also when played in multiples it shouldn't mess it self up like Menagerie's increased hand size tends to do. Overall the unique name theme seemed appropriate given loot's diversity of names. It am trying this card out a $4 to limit opening two of them, as might it be too fast. Also after a few play test I could see this increase the amount it trashes to 3 cards but trashers that do other things late game can be quite powerful.

Quote
Endless Horde
$7*
Treasure - Loot
$3
+1 Buy
-
When you trash this, you may play it.
This card is a bit narrow for a Loot as not all boards have trash so I considered expanding the trigger like Trail but the clean simplicity is too nice. It should pairs well with mine and remodel effects. It does a few strange things to Thief effects, mostly dodging them with not much other benefit beyond that, unless player can spend money during other players' turns via other custom cards.
« Last Edit: March 03, 2023, 05:10:18 pm by arowdok »
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emtzalex

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Re: Weekly Design Contest #180: Pay the Iron Price
« Reply #17 on: March 03, 2023, 03:08:53 pm »
+3


Quote
Omnibus
$4
Action
Reveal your hand. If the revealed cards all have different names, gain a Loot to your hand. Otherwise, you may trash up to 2 cards from your hand.

If you are doing something "up to" a certain number of times, you don't need "you may" because "up to X" includes 0. So this can just say "trash up to 2 cards from your hand." See Bat, Chapel, Cemetery, Secluded Shrine, and Souk.
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arowdok

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Re: Weekly Design Contest #180: Pay the Iron Price
« Reply #18 on: March 03, 2023, 05:07:46 pm »
0


Quote
Omnibus
$4
Action
Reveal your hand. If the revealed cards all have different names, gain a Loot to your hand. Otherwise, you may trash up to 2 cards from your hand.

If you are doing something "up to" a certain number of times, you don't need "you may" because "up to X" includes 0. So this can just say "trash up to 2 cards from your hand." See Bat, Chapel, Cemetery, Secluded Shrine, and Souk.

Thanks I will update
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Xen3k

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Re: Weekly Design Contest #180: Pay the Iron Price
« Reply #19 on: March 03, 2023, 08:44:55 pm »
+3



Quote
Repurpose - $5
+1 Action
Trash a card from your hand.
Gain 2 cards costing less than it. If you gained a...
Curse, gain a Loot.
Treasure card, gain a Spoils.
Victory card, +2 %.
Action card, gain 2 Horses.
Quote
Last Will - $7*
Treasure - Loot
Choose one: Trash this to gain a Duchy and a Silver to your hand; or +1 Buy and +$3.

Repurpose can only trigger each of the conditional effects once. So, if you gain 2 Curses off it, you only gain 1 Loot.

Edit: simplified the wording on Repurpose.
« Last Edit: March 05, 2023, 10:50:59 am by Xen3k »
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Re: Weekly Design Contest #180: Pay the Iron Price
« Reply #20 on: March 03, 2023, 11:57:02 pm »
0

Heist
Action - $5
Gain and play a Loot. Each other player may gain a Gold.

Circlet
Action/Treasure/Loot - $7
+1 Buy
Choose one: +3 Cards or +$3


Heist is just about strictly better than courtier.
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Re: Weekly Design Contest #180: Pay the Iron Price
« Reply #21 on: March 04, 2023, 12:37:01 am »
+1

Billboard
$6 Project
When you gain a silver, you may exchange it for a Loot.

Succulent
$7* Treasure - Loot
+$3
+1 Buy
Put any number of cards from your hand onto your deck.
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segura

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Re: Weekly Design Contest #180: Pay the Iron Price
« Reply #22 on: March 04, 2023, 02:20:50 am »
+2

Heist
Action - $5
Gain and play a Loot. Each other player may gain a Gold.

Circlet
Action/Treasure/Loot - $7
+1 Buy
Choose one: +3 Cards or +$3


Heist is just about strictly better than courtier.
This is totally wrong as you ignored that Courtier has a fourth option, that not every Loot provides an extra Buy and that the other players get a benefit.
« Last Edit: March 04, 2023, 02:22:11 am by segura »
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Re: Weekly Design Contest #180: Pay the Iron Price
« Reply #23 on: March 04, 2023, 10:49:18 am »
0

Heist
Action - $5
Gain and play a Loot. Each other player may gain a Gold.

Circlet
Action/Treasure/Loot - $7
+1 Buy
Choose one: +3 Cards or +$3


Heist is just about strictly better than courtier.
This is totally wrong as you ignored that Courtier has a fourth option, that not every Loot provides an extra Buy and that the other players get a benefit.

Sorry. I was tired.
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Re: Weekly Design Contest #180: Pay the Iron Price
« Reply #24 on: March 04, 2023, 01:08:55 pm »
+1

Does platinum count as a seperate Expansion and thus this is disqualified?



Event: Dividend
6 cost
Gain a platinum. Each other players gains a loot.


And the loot:

Island treasure
Treasure loot: 7 cost*
$2
You may put this and a card from your hand aside for the rest of the game.
If you did, +1 buy and $2
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faust

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Re: Weekly Design Contest #180: Pay the Iron Price
« Reply #25 on: March 04, 2023, 02:34:31 pm »
+2

Does platinum count as a seperate Expansion and thus this is disqualified?
Sorry, maybe I was unclear. Only the Loot card should not use stuff from other expansions. The Loot gainer may use whatever you like.
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czzzz

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Re: Weekly Design Contest #180: Pay the Iron Price
« Reply #26 on: March 04, 2023, 05:09:32 pm »
+3

Repurpose - $5
+1 Action
Trash a card from your hand.
Gain 2 cards costing up to $1 less than it. If you gained a...
Curse, gain a Loot.
Treasure card, gain a Spoils.
Victory card, +2 %.
Action card, gain 2 Horses.
It's clear what the card is doing, but I'll still offer a wording suggestion: if you want, you can just say "costing less than it" rather than "costing up to $1 less than it", like Stonemason.

Cool card!
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Udzu

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Re: Weekly Design Contest #180: Pay the Iron Price
« Reply #27 on: March 05, 2023, 03:17:58 am »
+3

Updated



Originals (mentioned in comments below)




« Last Edit: March 05, 2023, 04:09:30 pm by Udzu »
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Re: Weekly Design Contest #180: Pay the Iron Price
« Reply #28 on: March 05, 2023, 10:33:14 am »
+1

Repurpose - $5
+1 Action
Trash a card from your hand.
Gain 2 cards costing up to $1 less than it. If you gained a...
Curse, gain a Loot.
Treasure card, gain a Spoils.
Victory card, +2 %.
Action card, gain 2 Horses.
It's clear what the card is doing, but I'll still offer a wording suggestion: if you want, you can just say "costing less than it" rather than "costing up to $1 less than it", like Stonemason.

Cool card!

Well, that is strictly better. The current wording was from earlier versions that gained cards costing up to $2 less than it, but the wording change would still be better in that case too. Thanks!
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Re: Weekly Design Contest #180: Pay the Iron Price
« Reply #29 on: March 05, 2023, 01:59:53 pm »
+3



Just curious.  Is there a reason you’re using a new Jargon mat instead of Exile?

It seems weak compared to something like Forager.  Maybe it could cost 3 and/or “gain a Loot to your hand,” or something else.
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Re: Weekly Design Contest #180: Pay the Iron Price
« Reply #30 on: March 05, 2023, 02:36:15 pm »
+2

Coronet aka Princess is too good. You'd often rather have an extra Coin than the benefit of whatever Loot and this is just the baseline. With easy Loot gaining and thus enough extra Buys this can easily yield the equivalent of 6 or 8 Coins.
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Udzu

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Re: Weekly Design Contest #180: Pay the Iron Price
« Reply #31 on: March 05, 2023, 03:36:41 pm »
+1



Just curious.  Is there a reason you’re using a new Jargon mat instead of Exile?

It seems weak compared to something like Forager.  Maybe it could cost 3 and/or “gain a Loot to your hand,” or something else.

Good comments, thanks!

I originally had it discard rather than trash to get a Loot and didn't want any unexpected interactions with e.g. Camel Train. But then I realised it was far too weak like that, so there's no reason not to use Exile now. I expect you're right that it's still too weak. I'll probably update it tomorrow when I'm next at a computer. Updated.
« Last Edit: March 05, 2023, 04:10:40 pm by Udzu »
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Udzu

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Re: Weekly Design Contest #180: Pay the Iron Price
« Reply #32 on: March 05, 2023, 03:39:38 pm »
0

Coronet aka Princess is too good. You'd often rather have an extra Coin than the benefit of whatever Loot and this is just the baseline. With easy Loot gaining and thus enough extra Buys this can easily yield the equivalent of 6 or 8 Coins.

Drat, you're probably right. I'll have a think how to fix it (assuming it's possible).
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Udzu

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Re: Weekly Design Contest #180: Pay the Iron Price
« Reply #33 on: March 05, 2023, 04:04:02 pm »
+2

Coronet aka Princess is too good. You'd often rather have an extra Coin than the benefit of whatever Loot and this is just the baseline. With easy Loot gaining and thus enough extra Buys this can easily yield the equivalent of 6 or 8 Coins.

Drat, you're probably right. I'll have a think how to fix it (assuming it's possible).

How about this?

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Re: Weekly Design Contest #180: Pay the Iron Price
« Reply #34 on: March 06, 2023, 10:40:37 am »
0

24 hour warning!
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LTaco

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Re: Weekly Design Contest #180: Pay the Iron Price
« Reply #35 on: March 06, 2023, 11:11:49 am »
+5

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segura

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Re: Weekly Design Contest #180: Pay the Iron Price
« Reply #36 on: March 06, 2023, 01:16:52 pm »
+4


While Rug Chest is not strictly better than Hoard it is nonetheless far better. No matching risk matters more than a Silver not having to stay in nirvana until you green and the extra Buy of Rug Chest as well as the advantages of Loot over Gold are huge.
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Re: Weekly Design Contest #180: Pay the Iron Price
« Reply #37 on: March 06, 2023, 07:54:11 pm »
0

While Rug Chest is not strictly better than Hoard it is nonetheless far better. No matching risk matters more than a Silver not having to stay in nirvana until you green and the extra Buy of Rug Chest as well as the advantages of Loot over Gold are huge.

Rug Chest seems far better than Hoard, but Hoard is a very weak card. Sack of Loot is a more reasonable comparator. Sack of Loot isn't an unusually strong card, and Donald X. made it even though it far outclasses Hoard. 
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grep

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Re: Weekly Design Contest #180: Pay the Iron Price
« Reply #38 on: March 06, 2023, 09:47:08 pm »
+1


Way of the Phoenix
Way
Trash this.
Trash a card from your hand, if it's an Action card, gain a Loot.

Firebird's Feather
$7* - Treasure - Loot
$3
+1 Buy
You may gain a card from Trash into your hand.


"Into your hand" is mostly for gaining an odd Copper when you are short of $1.
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Re: Weekly Design Contest #180: Pay the Iron Price
« Reply #39 on: March 07, 2023, 01:31:22 am »
0


Way of the Phoenix
Way
Trash this.
Trash a card from your hand, if it's an Action card, gain a Loot.

Firebird's Feather
$7* - Treasure - Loot
$3
+1 Buy
You may gain a card from Trash into your hand.


"Into your hand" is mostly for gaining an odd Copper when you are short of $1.

Perhaps better wording: "Trash this and a card from your hand. If you trashed 2 Action cards, gain a loot." Consistent with Treasure Map.
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Re: Weekly Design Contest #180: Pay the Iron Price
« Reply #40 on: March 07, 2023, 06:01:20 am »
0

Good thing you said anything goes for the thing that makes the loot.

Manifestation of Will
2$
Night/Duration
At the start of your next turn: +1$, +1 buy
During your next turn, if you gain 3 cards with different names as each other, gain a Loot.

Rain of Fortune
7$
Treasure/Loot
You may reveal up to 3 Treasures in your hand. +$ equal to the $ they would produce.

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Re: Weekly Design Contest #180: Pay the Iron Price
« Reply #41 on: March 07, 2023, 08:46:59 am »
+1

Good thing you said anything goes for the thing that makes the loot.

Manifestation of Will
2$
Night/Duration
At the start of your next turn: +1$, +1 buy
During your next turn, if you gain 3 cards with different names as each other, gain a Loot.

Rain of Fortune
7$
Treasure/Loot
You may reveal up to 3 Treasures in your hand. +$ equal to the $ they would produce.

If I play Rain of Fortune and reveal another Rain of Fortune from my hand, can I generate unlimited money?
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Re: Weekly Design Contest #180: Pay the Iron Price
« Reply #42 on: March 07, 2023, 09:45:20 am »
+1


Way of the Phoenix
Way
Trash this.
Trash a card from your hand, if it's an Action card, gain a Loot.

Firebird's Feather
$7* - Treasure - Loot
$3
+1 Buy
You may gain a card from Trash into your hand.


"Into your hand" is mostly for gaining an odd Copper when you are short of $1.

Perhaps better wording: "Trash this and a card from your hand. If you trashed 2 Action cards, gain a loot." Consistent with Treasure Map.

The original wording let's me trash 1 Fortress twice for Loot.
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Re: Weekly Design Contest #180: Pay the Iron Price
« Reply #43 on: March 07, 2023, 09:58:21 am »
+1

Way of the Phoenix
Way
Trash this.
Trash a card from your hand, if it's an Action card, gain a Loot.

Firebird's Feather
$7* - Treasure - Loot
$3
+1 Buy
You may gain a card from Trash into your hand.
[/size]

"Into your hand" is mostly for gaining an odd Copper when you are short of $1.

Perhaps better wording: "Trash this and a card from your hand. If you trashed 2 Action cards, gain a loot." Consistent with Treasure Map.

The original wording let's me trash 1 Fortress twice for Loot.

It also lets you fail to trash the original card (e.g. if you play something with a Command card with "leaving it there" language) and still get the Loot.
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Re: Weekly Design Contest #180: Pay the Iron Price
« Reply #44 on: March 07, 2023, 11:41:49 am »
+1

Contest closed

It may take me a day or two to get through the judging.
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Re: Weekly Design Contest #180: Pay the Iron Price
« Reply #45 on: March 08, 2023, 11:13:38 am »
+5

Alright, about halfway done! This contest requires judging twice as many cards, maybe I should have considered that... but hopefully I can finish tomorrow.
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Re: Weekly Design Contest #180: Pay the Iron Price
« Reply #46 on: March 09, 2023, 09:00:43 am »
+6

Finally, the judging is complete!

4est: Crate / Furnace
Crate: First, let me point out a rules issue: If you do this and get a Silver from it, in order to return the other cards you have to look at the Loot, so now you know what the top card of the Loot pile is. Are you the only one that knows, or does your opponent see too? Infinite looping is an issue too; with this + Guildmaster/Band of Nomads, you can in principle empty the Silver pile. I'd probably just get rid of the replaying, it's a bit broken in games where you want a bunch of Silver anyways. Is Crate good? Well, not unless you have some way of dealing with the Silver flood. I'm not entirely convinced that this concept can work. 5/10

Furnace: This is very solid; a Loot that gives you more control of the Loot pile seems like a good addition. It can also cycle itself, so you don't have to be sad if it's the only Loot you could get. It's not super exciting, but that's about all the negative things I can say about it. 9/10

arowdok: Omnibus / Endless Horde
Omnibus: I feel like this makes life a little bit too easy. It provides the thinning needed to activate itself, and then it gains Loots so you are more likely to keep having uniques. It also punishes you if you happen to gain two of the same Loot early, that is a swinginess that is less than ideal. I like the idea of rewarding variety, but feel like this isn"t quite there yet. 6/10

Endless Horde: I worry that the effect here is either useless or overpoweringly strong. Endless Horde plus Counterfeit for instance could give you $10 and 4 buys, and with any Remodeler you can just keep gaining Provinces. It's too swingy I think. 3/10

Augie279: Jeweler / Watch
Jeweler: Should say "from your hand", I assume. Getting exactly $7 can be a bit lucky-driven, like "do I draw 2 Estates with my Silver", and if you get that sort of collision early it gives a huge advantage. Plus ones you have a Loot, you can mill that to get rid of your Coppers. I like the concept, but feel it may be a bit too swingy. 7/10

Watch: This just feels like a variant on Amphora. Amphora is simpler and covers the same design space. The only way Watch is signifcantly different is if you have 2 Watches or Wine Merchants, that's not enough. 4/10

BryGuy: Silver Trader / Silver Plate
Silver Trader: This has the issue of not gaining stuff to your hand, so it does not provide any coin. Otherwise it's kind of a twist on Silver Mine (which does gain to hand however). If you want Loots though, you probably don't also want to clog your deck with Silvers, and you don't want to sacrifice $4 in hand just to Mine them into a Loot. Overall I feel the Loot gain here is a bit too gimmicky and the rest is done better on Silver Mine. 4/10

Silver Plate: I don't get this at all. It would probably be an okay $5 if it were in the supply, but you don't want this if you only get it in the mid-late game. It can be okay, but most of the time you'll just be extremely disappointed. 2/10

czzzz: Lapidary / Homing Pigeon
Lapidary: It seems balanced, maybe a little on the weak side? If you don't draw an Action you want to discard, you've just paid $5 for a Moat. But it's fine to a bit situational. I can't complain too much otherwise, except that I find the whole "if it's not your Action phase" bit too gimmicky. I fould find it interesting to instead add "you may discard a Treasure to gain a Lapidary". 8/10

Homing Pigeon: I like the idea, but this really needs a way to not be a 1-shot on boards with no trashing. Maybe it it discarded at the start of the next turn? Not sure how to best phrase that though. Otherwise it's decent, no further complaints. 7/10

emtzalex: Spelunker / Ornate Chest
Spelunker: So hitting a Spelunker with a Spelunker gives you the Village effect plus a Loot? Probably you'd usually want the Village (and Loot if you can get it). The top of your deck is easier to manipulate than what you do with Ironmonger, so there is a bunch of ways to ensure you get what you want. This can potentially gain a lot of Loot, winning a Village split is already important, and it becomes doubly important with Spelunker. That may be a bit too centralising. It's a nice touch that the added Loot, while good, makes future Spelunkers less reliable, but overall I think this is still too strong. 7/10

Ornate Chest: I feel like the benefit of Ornate Chest is a downside like 50% of the time. You don't want two stop cards in your starting hand. They're good stop cards, yes, but still in an engine I want to draw them later. I also like like the continuous need to gain more Loot to keep this in your deck is too much. 2/10

Ethan: Siege / Map
Siege: This is a clever use of the price point for Loots. I'm not sure it is strong enough. It will take you 4 turns to gain a $2, $3, and $4, when gaining all those at once is just an okay effect for a $5 event. Afterwards it gets better, but only after 5 turns. You probably won't be able to buy this in the opening, reasonably not before turn 4, so it will be turn 9 until you get a $5 from this. Yes, eventually it gives a Province and that's neat, but I worry that skipping a $5 for this won't be worth it. And that is not even considering that on a significant number of boards, this will junk you with an Estate along the way. Maybe it should cost $4, but otherwise it's interesting. 7/10

Map: I'm wary of cost-reduction on Loots, it seems that this will be too strong on a number of boards. Map is not too egregious, but if you can stack them that's probably game over for the other player. 5/10

fika monster: Dividends / Island Treasure
Dividends: So does this put Platinum into the supply or does it just gain them from a non-supply pile? If it does put Platinum in the supply, what about Colonies? This has an issue similar to NoMoreFuns's Heist discussed below: It speeds up the game too much. At the same time, if this does not enforce Colonies (which I will assume as there is no other rules clarification), then I feel like you might benefit your opponents more by giving them access to +buy. I'm not convinced this is good enough. 5/10

Island Treasure: Not sure this is worth it. A Silver that can provide +2$ and +1Buy once is... worse than Spices. The only benefit you get is exiling a single card. That's just not good enough. 3/10

grep: Way of the Phoenix / Firebird's Feather:
Way of the Phoenix: This seems decent. Not super strong, but probably worth it if you have cheap Actions available. It has been pointed out that you can activate this with a single Fortress. That's so, but terminally gaining a Loot is certainly not the most broken thing Fortress can do, so that's fine. I do feel like the ground that this covers is already addressed in the official card Peril, and I'm not sure this is sufficiently different. 6/10

Firebird's Feather: Just... no. This can gain Provinces from the trash. It needs a restriction of some kind; in the current form, it is absolutely broken. 0/10

JW: Prospector / Tapestry
Prospector: This is like a 1-card engine. You got nonterminal draw, and with the Loot gaining you get coin and buys. That just seems too monolithic for my taste. Maybe it would be better with a different trigger that can't jut be activated through playing two Prospectors. Also, side note: I assume this is meant to count to cost of all cards in play, but the way it is worded sounds to me like you get to pick and choose which cards to count. 4/10

Tapestry: I feel like this is too strong. A reasonable nerf might be to give it a wording more like Flagship, so it doesn't also provide you with a virtual +Action at the start of your next turn. 6/10

LibraryAdventurer: Gangplank / Signet Ring
Gangplank: I feel like an Action that just says "Gain a Loot" is probably balanced at $5 (if a bit weak). This is much better. From the Plunder Secret History:
Quote
Outtakes:
- +3 Cards. May discard 3-4 cards with different costs to gain a Loot. At one point I was considering multiple new Smithies, and this one was a contender. You don't proc it much though.
Donald X. raised the bar for a card like that much higher, and with good reason I think. Discarding 3 junk cards for a Loot is just too strong. 6/10

Signet Ring: This needs a way to deal with Durations for tracking purposes. I think the best comparison for this is Figurehead, which is like always choosing a Moat. Obviously Signet Ring is higher variance, so it's good that in doubt you can just take the Buy. It may be on the strong side, but I like it. 8/10

LTaco: Rug Chest / Tapestry
Rug Chest: This has an interesting tension to it, kind of pushing you towards greening early. Is it strong enough? I'm not sure. Sometimes you won't have time to pick this up, maybe? Ultimately I think it's still useful a lot of the time, and of course pretty nice with hybrid VP cards. It's been said that this is better than Hoard, and well, maybe? But yeah, Hoard is weak, and this is different enough. 9/10

Tapestry: It's a Gamble Loot! I'd kind of prefer if the flavor was gambling-related, like some sort of dice. This makes quite a strong combo with Sextant, maybe a bit too good. And Loots that play Actions/Treasures already exist in Staff/Orb, so it loses some points in the originality department. 6/10

NoMoreFun: Heist / Circlet
Heist: Simple and it seems to be balanced; in a way it's comparable to Sacred Grove: Usually, you get +3$, +1 Buy and everyone gets a Boon. My only worry is that this will speed up the game too much, with all these Golds flying around. 7/10

Circlet: The outtakes have this:
Quote
- Action-Treasure with Choose one: +3 Cards or +$3. This might be the only draw.
I think Circlet navigates that issue nicely; it's harder to use as an engine component. I like the gambling aspect and the fact that it interacts with some other Loots (Hammer and Staff specifically). 10/10[/s]
Update: After realizing that Circlet is also an Action: This is just this outtake with a buy:
Quote
- Action-Treasure with Choose one: +3 Cards or +$3. This might be the only draw.
I will trust Donald X.'s judgment that this is not desirable. 3/10

SignError: Procurement / Guildry Symbol
Procurement: Basically delayed Loot that you can pick. I think this ought to cost $6, as it is essentially comparable to buying a Loot. There is no mechanical reason for why this ought to be a Night card instead of a Treasure; then you don't need the extra mechanic of Night cards. Finally, if there are other ways to gain Loot I'm worried that this burns through the Loot pile too quickly, leaving nothing to gain in the future. I don't understand why you need to trash the Loots when you could just put them ion the bottom of the pile or something. 4/10

Guildry Symbol: This is uhh completely insane with cost reduction. 2/10

Snorka: Usurper / Blood Crown
Usurper: I think thematically this ties very nicely into Dominion, so well doen on the front. One thing I am unsure about is... how long does this stay out if it plays a Duration? Probably until both that Duration finished doing stuff and the "next time" got triggered, but you'd have to track somehow if the "next time" trigger resolves before it gets discarded. I think it's safer to limit this to non-Durations. Then it also can't play itself, which is a nerf but I think a good one. Otherwise, I'm not generally a fan of Copper junking but I think it works here. A final issue is that Moat/Lighthouse are weird with this and you'd want to track that you blocked it, but that can probably be done. All in all, some rules issues but I think it's a cool card otherwise. 8/10

Blood Crown: I feel like this would be a Loot that you're either quite unhappy about getting (if it's your first Loot) or extremely happy about (if you can connect it with Loot or something better reliably). It feels too swingy for what Loot should do. 3/10

sumrex: Manifestation of Will / Rain of Fortune
Manifestation of Will: I think this might as well be a Treasure. I think the wording is a bit unclear: Can this only trigger once? (I hope so, otherwise three Manifestations of Will can trigger a Loot cascade that results in you gaining the entire Loot pile.) It doesn't specify when you gain the Loot, I assume once the third differently named card is gained? But there is no "when". I suggest borrowing the wording from Cauldron for this. Okay, rules aside, how good is this? Probably alright. It takes some work to activate, And if you fail it's a disappointing card, but I think that's a good place to be at for a $2. 7/10

Rain of Fortune: This just isn't well-defined. It has been pointed out that revealing Rain of Fortune to itself does... what? But the problems are also elsewhere: What about Buried Treasure, does it give $0 or $3? (if $0, what about Gondola? If $3, what about Endless Chalice?). It does not work. And even if it did, this can easily produce $9 with 3 Loots, which seems ridiculously powerful. 0/10

Udzu: Highfalootin / Coronet
Highfalootin: This seems decent. In a way it is similar to Forager, thinning your deck and eventually giving +$ if you invest some. Maybe opening double Highfalootin, then thinning your deck to ultimately Highfalootin a Highfalootin is too good of a strategy. I could imagine that this needs to cost $4. 8/10

Coronet: Probably on the strong side for Loots, but still fine probably. It does share a similarity with Hammer, so it's not like completely new territory for Loots. 7/10

Will(ow|iam): Billboard / Succulent
Billboard: This can be pretty insane. There are reliable ways to gain tons of Silver (Masterpiece, Treasure Hunter, Trader etc.). And after the second Silver this is probably already better than Looting. I think it's better to limit this to maybe one exchange per turn. That's still good but not quite so crazy. A minor issue is that this will not activate Doubloons, which may be fine but it would certainly confuse people. 6/10

Succulent: I feel like "save unplayed cards" is already the theme of both Puzzle Box and Amphora, so this isn't really unique in that regard. It's likely fine balance-wise (unless there is Gamble in the kingdom), but it feels done already. 6/10

Xen3k: Repurpose / Last Will
Repurpose: This I find quite hard to evaluate. There is a loop like trash Estate for Curse + X, trash Loot for $5 Action + Duchy, trash Duchy for $4 Action + Estate which seems pretty useful (you probably want other trashing for the Curses though). The Spoils gain is a bit awkward, I feel like more often than not you don't want that. This really is a card that would require playtesting to see whether it's broken. Definitely interesting though. It a bit lengthy in text, and I'd probably just get rid of the Treasure option to condense it as that's the worst option anyways. 8/10

Last Will: A good variant of the "Loot that gives VP" theme. Adding an interesting decision is cool. Solid Loot all around. 10/10

xyz123: Goldsmith / Bullion
Goldsmith: I would update the wording to be in line with official cards: "This turn, when you gain a Gold, you may exchange it for a Loot." This has the added benefit that it doesn't proc Doubloons, which is the most problematic interaction here. It's a neat effect, maybe too obvious? But not so obvious that it was in Plunder. I'm not the biggest fan of the cantrip top, this is probably supposed to make it easy to pair it with a Gold gainer, but the card doesn't stack and so it's just a bit sad as a cantrip. Still, it's pretty good. 7/10

Bullion: Victory-Loot is definitely a usable niche. I feel like this one is too strong though, it will frequently be worth as much as Duchy and occasionally as good as Province even. In my mind it would be better to limit the scaling, something like "worth 2 VP if you have at least 5 Loot". Even more interesting as a bit of a catch-up mechanic "worth 3 VP if you have fewer Loot than any other player" or something. 4/10

Overall we have more awards to give out than usual!

Best Loot gainer: Rug Chest by LTaco (runner-up: Repurpose by Xen3k)

Best Loot: Last Will by Xen3k (runner-up: Furnace by 4est)

And for the overall best entry we have:

Runner-up: LTaco with Rug Chest & Tapestry
Winner: Xen3k with Repurpose & Last Will
« Last Edit: March 09, 2023, 12:19:30 pm by faust »
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Ethan

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Re: Weekly Design Contest #180: Pay the Iron Price
« Reply #47 on: March 09, 2023, 12:08:05 pm »
0

Thank you for the wonderful judgement!
For my submission, I have to say it's more flavor-based than matching the contest theme: as a Loot gainer, you can generally only get one Loots from Siege.
Regarding Circlet, I have a question. I don't understand the difference between Circlet and the outtake. Could you give some clarification, please?
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Re: Weekly Design Contest #180: Pay the Iron Price
« Reply #48 on: March 09, 2023, 12:16:47 pm »
0

Regarding Circlet, I have a question. I don't understand the difference between Circlet and the outtake. Could you give some clarification, please?
Oh, you are right, somehow I figured that Circlet was not an Action, and judged it that way. If it's an Action, then indeed it has the same issues as the outtake (more so because it is more powerful). Will update the judging.
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Xen3k

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Re: Weekly Design Contest #180: Pay the Iron Price
« Reply #49 on: March 09, 2023, 12:17:33 pm »
+1

Thanks for coming up with the contest and giving the detailed judgements! I will be working to get the new design challenge out later today.
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