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Author Topic: Weekly Design Contest #194 Crisis of Identity  (Read 3791 times)

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RovingBear

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Weekly Design Contest #194 Crisis of Identity
« on: July 30, 2023, 02:35:35 am »
+4

This week's contest:

Design a card or horizontal that causes you to play cards or card types in different ways.

Official cards that exist that do this:
Charlatan and Enchantress are good examples for this.
Sheperd from Nocturne is a borderline example because it does allow you to "play" victory cards but doesn't actually change them in the game like charlatan does.
Ways is another example but i prefer different ideas for the contest.

Rules:
Besides being creative and what i posted above no other limitations.
Try to keep it simple and make a kingdom more interesting with it (Changing the way you deal with Curses, Coppers anything you can think of).

Will try to judge as best as i can, but i wont playtest the cards.
Will look at:
- How you fit the theme of the contest
- Creativity
- Blanced card (If there are similarities to existing cards ill try to compare)
- If it makes a kingdom more interesting to play

Hope this was understood!
Ill give a 24 hour warning before submissions will be closed.

« Last Edit: July 30, 2023, 02:36:38 am by RovingBear »
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JW

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Re: Weekly Design Contest #194 Crisis of Identity
« Reply #1 on: July 30, 2023, 09:35:37 am »
+3

Chameleon Preserve
- Action
+1 Card and +2 Actions
Once this turn when you play an Action, you may choose that each time it would give you +Cards this turn, you get +$ instead, and vice-versa.

Notes: A Way in Village form. Hopefully it fits the intent of the contest. 
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Augie279

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Re: Weekly Design Contest #194 Crisis of Identity
« Reply #2 on: July 30, 2023, 09:51:31 am »
+1



I think I get what you're aiming for here? Comparisons to Merchant Ship with +Buy can be made here, but this doesn't give you the handsize reduction it does, and you may not always want to bloat your deck with Silver.
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BryGuy

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Re: Weekly Design Contest #194 Crisis of Identity
« Reply #3 on: July 30, 2023, 10:23:43 am »
0

Quote
Sly Fox • $5 • Action
Choose one: +1 Card; or +$2
Choose one: +1 Action; or +1 Buy
Each other player gains a Curse.
-----
In games using this, Curse is also an Action with "+1 Action; If another Curse is in play, trash this."
:)

silverspawn

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Re: Weekly Design Contest #194 Crisis of Identity
« Reply #4 on: July 30, 2023, 10:54:14 am »
+4



Edit: Midas now learned to turn things into Counterfeit
« Last Edit: August 02, 2023, 01:03:27 pm by silverspawn »
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segura

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Re: Weekly Design Contest #194 Crisis of Identity
« Reply #5 on: July 30, 2023, 12:11:00 pm »
+1

Terminal space is most of the times to scarce to make this worthwhile. Lots of Coins are pointless without extra Buys so you’d rather have those nonterminal Golds and use terminal space to draw.
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xyz123

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Re: Weekly Design Contest #194 Crisis of Identity
« Reply #6 on: July 30, 2023, 03:41:00 pm »
+7

Chronokinesis
Event
$3

Move your Duration token to a non-Duration Action supply pile. (When you play a card from that pile, you may either play it immediately; or set it aside and play it at the start of your next turn).
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LibraryAdventurer

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Re: Weekly Design Contest #194 Crisis of Identity
« Reply #7 on: July 30, 2023, 04:55:24 pm »
0

Quote
Flock of Ducks
Ally
At the start of your turn, you may spend 3 favors to gain a Duchy.
-
In games ising this, Duchies are also Treasures. If there are less than 6 Duchies in the supply, they give +$2. Otherwise, +$1.

I tried to choose a cutoff point (6 Duchies left) that worked with 3+ players as well as 2 players. But if only one person goes for Duchies in multiplayer, it probaby won't be worth it.

majiponi

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Re: Weekly Design Contest #194 Crisis of Identity
« Reply #8 on: July 30, 2023, 11:40:56 pm »
+3

Fertilizer
cost $4 - Treasure - Heirloom
+$1
You may play a Victory card from your hand.

Golden Garden
cost $5 - Victory - Duration
At the start of your turns for the rest of the game, +$1.
---
Worth 2VP


Golden Garden is a mere 2VP without Fertilizer, but gives you many with it.
« Last Edit: July 31, 2023, 05:02:02 am by majiponi »
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grep

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Re: Weekly Design Contest #194 Crisis of Identity
« Reply #9 on: July 31, 2023, 03:45:03 pm »
+6


Booming Village
$4 - Action
+2 Actions
Gain an Estate from the supply into your hand.
For the rest of this turn, Estates are also Action cards with the text "+1 Card, +1 Action".


Rule clarification for Inheritance: both texts are played in any order the player prefers
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fika monster

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Re: Weekly Design Contest #194 Crisis of Identity
« Reply #10 on: August 01, 2023, 05:43:43 am »
+2

Great challenge! Here is my submission
GREEDY VILLAGE (v2.

Quote
Greedy Village
Action, $4

+2 Actions
+1 Card

For the rest of this turn, Coppers are Action cards with "+1 Card, +1$". (They are no longer Treasure cards.)

Coppers now draw themself! Turning coppers into actions means you can't play them during the buy phase, and it messes with plenty of cards. But other cards will love changing the coppers to actions, and you can still play other treasures as normal.


Edited via silverspawns suggestion
« Last Edit: August 02, 2023, 06:05:38 am by fika monster »
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majiponi

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Re: Weekly Design Contest #194 Crisis of Identity
« Reply #11 on: August 01, 2023, 04:49:13 pm »
+1

Great challenge! Here is my submission
GREEDY VILLAGE

Quote
Greedy Village
Action, $4

+2 Actions
+1 Card

For the rest of this turn, Coppers are not Treasures, but are instead Action cards that say "+1 Card, +$1

Coppers now draw themself! Turning coppers into actions means you can't play them during the buy phase, and it messes with plenty of cards. But other cards will love changing the coppers to actions, and you can still play other treasures as normal.

With Capitalism, which wins?
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silverspawn

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Re: Weekly Design Contest #194 Crisis of Identity
« Reply #12 on: August 01, 2023, 04:54:10 pm »
+1

That would have made the out of context channel if you had said "who wins"

fika monster

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Re: Weekly Design Contest #194 Crisis of Identity
« Reply #13 on: August 01, 2023, 05:35:04 pm »
0

That would have made the out of context channel if you had said "who wins"

My intent was that the coppers and during the turn greedy village is played, ALWAYS ACTIONS. And cant be turned into treasures for that turn

Is that an bad idea?

How do i word it better so that its clearer, so people wont ask the question?

Also is greedy village interesting in your opinion?
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fika monster

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Re: Weekly Design Contest #194 Crisis of Identity
« Reply #14 on: August 01, 2023, 05:42:56 pm »
0

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silverspawn

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Re: Weekly Design Contest #194 Crisis of Identity
« Reply #15 on: August 02, 2023, 04:06:22 am »
+1

How do i word it better so that its clearer, so people wont ask the question?

I can't think of a non-awful phrasing that solves the issue. (I thought maybe let them be Treasure cards and disallow playing them in your buy phase, but then you get into trouble when something allows you to play Treasures in your Action phase, so I don't think that's a good idea.) Seems like an interaction you just have to clarify explicitly.

Card is interesting for sure! (I didn't upvote bc of phrasing errors.) I would rephrase, even if it doesn't solve the Capitalism issue, into

+1 Card
+2 Actions
For the rest of this turn, Coppers are Action cards with "+1 Card, +1$". (They are no longer Treasure cards.)

(+cards always comes before +actions, and the "with" phrasing is from inheritance.)

How come this doesnt have +1 buy?

Well I don't think there's a rule that cards that produce a lot of $ must give you a buy. It would be much stronger if it had a buy, but stronger isn't better!

This feels like it's strong enough to be bought reasonably often without the buy (like mb one of three games), and if that's true, it's just a question of how strong you want the card to be. For sth that nukes other cards and just makes them into $, having a weaker effect seems preferable to me.

Also I kinda like that midas can only make money and nothing else
« Last Edit: August 02, 2023, 04:07:51 am by silverspawn »
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faust

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Re: Weekly Design Contest #194 Crisis of Identity
« Reply #16 on: August 02, 2023, 04:42:09 am »
+1


Quote
Leshy - 8D
Action/Night

Do this up to three times: Play a Victory card from your hand to replay a cheaper card you played this turn that's still in play.
-
When you gain this with no Victory cards in play, gain a Duchy.

FAQ:
- the Victory card does not itself have any effect upon playing (unless it is a hybrid VP card); the effect comes from Leshy. So if this is played on a Duration, the Leshy stays out, not the Victory card.
- Similarly, you can use this to replay another Victory card played previously, but this will have no effect.
« Last Edit: August 02, 2023, 11:14:24 am by faust »
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faust

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Re: Weekly Design Contest #194 Crisis of Identity
« Reply #17 on: August 02, 2023, 05:58:44 am »
+2

This feels like it's strong enough to be bought reasonably often without the buy (like mb one of three games), and if that's true, it's just a question of how strong you want the card to be.
Hm, I think a card that's irrelevant in 2 out of 3 games is too weak to be a good design. It should at least have +1 Action.
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fika monster

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Re: Weekly Design Contest #194 Crisis of Identity
« Reply #18 on: August 02, 2023, 06:05:52 am »
0

Edited via silverspawns suggestion

card update
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silverspawn

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Re: Weekly Design Contest #194 Crisis of Identity
« Reply #19 on: August 02, 2023, 09:17:16 am »
+1

This feels like it's strong enough to be bought reasonably often without the buy (like mb one of three games), and if that's true, it's just a question of how strong you want the card to be.
Hm, I think a card that's irrelevant in 2 out of 3 games is too weak to be a good design. It should at least have +1 Action.

There are lots of official cards that are bought in less than 1/3 of games! Like Treasure Map is probably less than 1/5 and still a great design.

faust

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Re: Weekly Design Contest #194 Crisis of Identity
« Reply #20 on: August 02, 2023, 11:13:45 am »
+2

This feels like it's strong enough to be bought reasonably often without the buy (like mb one of three games), and if that's true, it's just a question of how strong you want the card to be.
Hm, I think a card that's irrelevant in 2 out of 3 games is too weak to be a good design. It should at least have +1 Action.

There are lots of official cards that are bought in less than 1/3 of games! Like Treasure Map is probably less than 1/5 and still a great design.
Yeah you're right, my critique wasn't really hitting what bothers me. It's more my issue that Hand of Midas is not doing anything useful on a significant amount of boards. Official cards have that property as well, but I think the combination of being sometimes completely pointless and quite situational when it can be used is what bothers me.

I also think your numbers are too high and this wouldn't be bought in 1/3 of games. I think it's not even worth considering in half of all games, and then of the other half you maybe buy it in 1/3 of all cases, and that still feels like a generous estimate.
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Will(ow|iam)

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Re: Weekly Design Contest #194 Crisis of Identity
« Reply #21 on: August 02, 2023, 11:18:43 am »
0

Quote
Fancy Chair
$3 Action
You may discard an Action card. If you do, follow any instructions on it in bold, twice.
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scolapasta

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Re: Weekly Design Contest #194 Crisis of Identity
« Reply #22 on: August 02, 2023, 11:50:45 am »
+1

How do i word it better so that its clearer, so people wont ask the question?

I can't think of a non-awful phrasing that solves the issue. (I thought maybe let them be Treasure cards and disallow playing them in your buy phase, but then you get into trouble when something allows you to play Treasures in your Action phase, so I don't think that's a good idea.) Seems like an interaction you just have to clarify explicitly.

Card is interesting for sure! (I didn't upvote bc of phrasing errors.) I would rephrase, even if it doesn't solve the Capitalism issue, into

+1 Card
+2 Actions
For the rest of this turn, Coppers are Action cards with "+1 Card, +1$". (They are no longer Treasure cards.)

(+cards always comes before +actions, and the "with" phrasing is from inheritance.)

What about something like:
+1 Card
+2 Actions
For the rest of this turn, Coppers are Action cards with "If it's your action phase, +1 Card, +1$".

In this case they remain treasure cards as well (making Capitalism is irrelevant), but do nothing*.

* of course, they then would still interact with anything that cared about treasures, like Mine, Bank, etc, but maybe that's ok, to avoid the weirdness with Capitalism.

P.S. It's been a long time since I've posted anything - Hi everyone!
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segura

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Re: Weekly Design Contest #194 Crisis of Identity
« Reply #23 on: August 02, 2023, 12:43:49 pm »
0


How come this doesnt have +1 buy?

Well I don't think there's a rule that cards that produce a lot of $ must give you a buy. It would be much stronger if it had a buy, but stronger isn't better!

This feels like it's strong enough to be bought reasonably often without the buy (like mb one of three games), and if that's true, it's just a question of how strong you want the card to be. For sth that nukes other cards and just makes them into $, having a weaker effect seems preferable to me.

Also I kinda like that midas can only make money and nothing else
I don’t get this argument. You gotta play 3 Villages, Hand of Midas and two $5s to produce 10 Coins. That is only one Coin more than you get via 3 Golds and 3 Golds is not particularly exciting.

If you use that terminal space to draw, 3 Villages, a Gear and two Rabbles net draw 5 Cards (ignoring the extra stuff those terminal drawers do). That is far better than the above effect on virtually every board.

An extra Buy would be a simple fix because then the card would actually to something useful. It would still be weak and situational but at least it would be bought on some boards.
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silverspawn

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Re: Weekly Design Contest #194 Crisis of Identity
« Reply #24 on: August 02, 2023, 01:00:33 pm »
+1

This feels like it's strong enough to be bought reasonably often without the buy (like mb one of three games), and if that's true, it's just a question of how strong you want the card to be.
Hm, I think a card that's irrelevant in 2 out of 3 games is too weak to be a good design. It should at least have +1 Action.

There are lots of official cards that are bought in less than 1/3 of games! Like Treasure Map is probably less than 1/5 and still a great design.
Yeah you're right, my critique wasn't really hitting what bothers me. It's more my issue that Hand of Midas is not doing anything useful on a significant amount of boards. Official cards have that property as well, but I think the combination of being sometimes completely pointless and quite situational when it can be used is what bothers me.

I also think your numbers are too high and this wouldn't be bought in 1/3 of games. I think it's not even worth considering in half of all games, and then of the other half you maybe buy it in 1/3 of all cases, and that still feels like a generous estimate.

Okay; I changed it to give +buy to other cards. Feels more elegant to me than giving buy the card itself. It'd be sad if you play several copies just for the +buy.
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