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Author Topic: Weekly Design Contest #196: If a card is in the kingdom...  (Read 3479 times)

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Will(ow|iam)

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Weekly Design Contest #196: If a card is in the kingdom...
« on: August 20, 2023, 11:48:09 pm »
+7

If a card is in the kingdom, but nobody buys it, does it have an effect on the game?

This week's challenge is to Design a card (not a landscape) that does something even if nobody buys/uses it.

This can include Setup text, or an Heirloom, or an "in games using this" clause. Or, you could try to design something with none of those things but has a very tangible effect on the players' decision making (e.g. There are kingdoms where nobody buys e.g. Magpie for fear of Swindler attack, but then nobody buys Swindler because Magpie was the only thing really worth hitting).

I'll be judging mainly on how big and how fun the effect looks like it'll be when nobody buys it, and then secondarily on the effects from buying it and having it your deck.

I'll try to judge on Monday, August 28.
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NoMoreFun

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Re: Weekly Design Contest #196: If a card is in the kingdom...
« Reply #1 on: August 21, 2023, 01:28:55 am »
+4

Hostile Village
Action - $3
+2 Actions
+1 Buy
This turn you may set aside cards you gain to put them into your hand at end of turn.
________
In games using this, Curse is also an Action and Attack with instructions: "Return this to its pile. Each other player gains a Curse"

Rules clarification: In games with both Hostile Village and Charlatan, Curses are Action/Attack/Treasure/Curse cards that say "+$1, return this to its pile, each other player gains a Curse"
« Last Edit: August 21, 2023, 04:21:19 am by NoMoreFun »
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majiponi

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Re: Weekly Design Contest #196: If a card is in the kingdom...
« Reply #2 on: August 21, 2023, 09:53:13 am »
+3

Mimic
cost $4 - Action
+1 Card
+1 Action
You may move the Mimic token onto another non-Mimic Action Supply pile.
---
Setup: put the Mimic token on a random non-Mimic Action supply pile; when a player plays a card from its pile, instead of following its effect, they get +1 Action and +$1.
« Last Edit: August 21, 2023, 09:54:23 am by majiponi »
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JW

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Re: Weekly Design Contest #196: If a card is in the kingdom...
« Reply #3 on: August 21, 2023, 10:23:35 am »
+1

Manor
- Action
+3 Cards
You may gain an Estate to your hand.
——
In games using this, Estates and Duchies are also Actions with:  “+2 Actions”

FAQ: The +2 Actions is cumulative with Inheritance. 
« Last Edit: August 21, 2023, 11:26:52 am by JW »
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BryGuy

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Re: Weekly Design Contest #196: If a card is in the kingdom...
« Reply #4 on: August 21, 2023, 01:04:16 pm »
+2

Withdrawn
Quote
Bulwark
$5 Action Duration
Now and at the start of your next turn, +1 Card, +1 Buy, +$1
-
Setup: Place the Bulwark token upon a random Kingdom card with the greatest cost in $.
:)
Bulwark token: A player can not buy a card under this. During a player's Buy phase, that player may spend a buy to move this.



pervious:
Quote
Bulwark
$5 Action Duration
Now and at the start of your next turn, +1 Card, +1 Buy, +$1
-
Setup: Place the Bulwark token upon the most expensive non-Bulwark Kingdom card.
« Last Edit: August 25, 2023, 08:59:39 am by BryGuy »
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Zoyarox

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Re: Weekly Design Contest #196: If a card is in the kingdom...
« Reply #5 on: August 21, 2023, 01:10:02 pm »
+1



Not the most interesting passive effect, might contribute a different card later on.

FAQ: Yes, gaining a Marshland trashes another Marshland in the supply, while any remain.


EDIT: How do I have this image not appear gigantically massive in the forums? Already tried sizing the image down...

EDIT 2: Thanks BryGuy!
« Last Edit: August 22, 2023, 12:31:38 pm by Zoyarox »
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BryGuy

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Re: Weekly Design Contest #196: If a card is in the kingdom...
« Reply #6 on: August 21, 2023, 01:31:29 pm »
+1



Not the most interesting passive effect, might contribute a different card later on.

FAQ: Yes, gaining a Marshland trashes another Marshland in the supply, while any remain.


EDIT: How do I have this image not appear gigantically massive in the forums? Already tried sizing the image down...

replace "[img]" with "[img width=250]" most use 250 for cards and 385 for Horizontals
« Last Edit: August 21, 2023, 01:34:58 pm by BryGuy »
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JW

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Re: Weekly Design Contest #196: If a card is in the kingdom...
« Reply #7 on: August 21, 2023, 03:42:34 pm »
+1

Setup: Place the Bulwark token upon the most expensive non-Bulwark Kingdom card.[/font][/size][/color]

There may be more than one most expensive non-Bulwark Kingdom card (e.g., two cards costing ), or there might not be one at all ( vs. , neither is more expensive than the other).

I suggest something like: "a randomly chosen Kingdom card with the greatest cost in (including ties)"
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grep

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Re: Weekly Design Contest #196: If a card is in the kingdom...
« Reply #8 on: August 21, 2023, 06:21:14 pm »
+1

Torch
$4 - Action
+1 Card
+1 Action
You may trash a card from hand
---
In games using this, when a player has 4 or more cards in play none of which is a Torch, they cannot play Action cards from hand.


You have to move slowly in the darkness
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LibraryAdventurer

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Re: Weekly Design Contest #196: If a card is in the kingdom...
« Reply #9 on: August 21, 2023, 08:27:41 pm »
+3

Quote
Wereshop
<5> - Action
Gain a card costing up to $4.
Play this again using the active Way.
-
Setup: Choose two Ways to use this game, but only one of them is active at a time. Switch the active Way after each time a card is played using a Way.

EDIT1: I added the debt-for-$5 option because I was concerned it would be too weak too often with certain combinations of ways (like Seal/Frog). Originally the top was just a workshop with "Play this again using the Way".

And with WoChameleon, you can take <4> debt and gain 2 $5 cost cards. EDIT2: Oh wait, with Chameleon, you'd play this a 3rd time as the other way which is not intended... I guess I'll just add "Don't use WoChameleon with this" to the card's rules. So this probably won't do well in the contest. hmmm, maybe I'll think of something else.

*EDIT3: Removed the debt-for-$5 option. It's nice and simpler without that part. Changed the cost to <5> debt because it's kindof like between $4 and $5, and makes it easy to get early which is good for a gainer. Still have to exclude Chameleon to keep it from playing 3 times but that's okay with me.

old version:
Quote
Wereshop
$5 - Action
Gain a card costing up to $4 or take <2> debt to gain a card costing $5.
Play this again using the active Way.
-
Setup: Choose two Ways to use this game, but only one of them is active at a time. Switch the active Way after each time a card is played using a Way.
« Last Edit: August 22, 2023, 02:54:10 am by LibraryAdventurer »
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Augie279

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Re: Weekly Design Contest #196: If a card is in the kingdom...
« Reply #10 on: August 22, 2023, 12:11:21 am »
+2

replace "[img]" with "[img width=250]" most use 250 for cards and 385 for Horizontals
It's 385 for horizontals? I always used 400. Doesn't matter much, just find that specific value interesting.
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Augie279

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Re: Weekly Design Contest #196: If a card is in the kingdom...
« Reply #11 on: August 22, 2023, 12:23:04 am »
+6



The gift you don't want! Gotta give something in return, though. Doesn't hit until you actually start greening, but unlike Curses where the -VP comes only when you don't trash them, here the -VP only comes when you do.
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fika monster

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Re: Weekly Design Contest #196: If a card is in the kingdom...
« Reply #12 on: August 22, 2023, 10:10:57 am »
+1



The gift you don't want! Gotta give something in return, though. Doesn't hit until you actually start greening, but unlike Curses where the -VP comes only when you don't trash them, here the -VP only comes when you do.

question: if another player cant do both, does that mean they dont do either returning the vp or the estate? wording is slightly confusing.
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fika monster

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Re: Weekly Design Contest #196: If a card is in the kingdom...
« Reply #13 on: August 22, 2023, 10:33:33 am »
+1

Withdrawn
Currently at a relatives place so cant make a mockup card.

but here is my contribution:


---
Quote
Decrepit City
Action $5

Card text:
+2 Cards
+3 Actions
-
In games using this, Whenever you play an action card and have more then 2 unused actions, discard two cards for each empty supply pile.
---

lets try this again:
if you play an action card with 3 or more actions, then you discard a card per empty supply pile
that should be far simpler, and not require math all the time.


EDIT:
withdrawing it. simply not happy with it.
« Last Edit: August 29, 2023, 03:56:57 am by fika monster »
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Augie279

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Re: Weekly Design Contest #196: If a card is in the kingdom...
« Reply #14 on: August 22, 2023, 11:41:03 am »
+1



The gift you don't want! Gotta give something in return, though. Doesn't hit until you actually start greening, but unlike Curses where the -VP comes only when you don't trash them, here the -VP only comes when you do.

question: if another player cant do both, does that mean they dont do either returning the vp or the estate? wording is slightly confusing.

Yep! If a player can't return a VP token, they don't gain an Estate. If they can't gain an Estate, they don't return a VP token.
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Zoyarox

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Re: Weekly Design Contest #196: If a card is in the kingdom...
« Reply #15 on: August 22, 2023, 12:30:15 pm »
0



Not the most interesting passive effect, might contribute a different card later on.

FAQ: Yes, gaining a Marshland trashes another Marshland in the supply, while any remain.


EDIT: How do I have this image not appear gigantically massive in the forums? Already tried sizing the image down...

replace "[img]" with "[img width=250]" most use 250 for cards and 385 for Horizontals

Thanks!
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X-tra

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Re: Weekly Design Contest #196: If a card is in the kingdom...
« Reply #16 on: August 22, 2023, 01:09:24 pm »
+3

« Last Edit: August 22, 2023, 04:08:05 pm by X-tra »
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grep

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Re: Weekly Design Contest #196: If a card is in the kingdom...
« Reply #17 on: August 22, 2023, 01:47:50 pm »
0



Did I understand the text correctly: for each player, first time they gain their first treasure card in the game, they gain a copy of it?
Or the condition is per treasure pile: when you gain your first Silver, gain another one, same for Gold etc?

The second options seems a bit hard to track
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Re: Weekly Design Contest #196: If a card is in the kingdom...
« Reply #18 on: August 22, 2023, 02:17:39 pm »
0

It's the second option. I don't think it's particularly hard to track. I will reword it to make it clearer.
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LTaco

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Re: Weekly Design Contest #196: If a card is in the kingdom...
« Reply #19 on: August 22, 2023, 03:41:15 pm »
+1



This also triggers on itself, so you can chain any number of Treasures on your first turn, getting one of them twice and skipping any you don't want.
For example, in a game with Printing Press and no additional Treasures, you buy Silver, gain Gold, gain Printing Press, Gain Gold again, at which point the chain stops.
Even worse when Platinum and other Treasures are in the Kingdom. You could, for example, open Silver, gain a Gold, Printing Press, Counterfeit, King´s cache and two Platina.
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Re: Weekly Design Contest #196: If a card is in the kingdom...
« Reply #20 on: August 22, 2023, 04:09:20 pm »
0

This also triggers on itself, so you can chain any number of Treasures on your first turn, getting one of them twice and skipping any you don't want.
For example, in a game with Printing Press and no additional Treasures, you buy Silver, gain Gold, gain Printing Press, Gain Gold again, at which point the chain stops.
Even worse when Platinum and other Treasures are in the Kingdom. You could, for example, open Silver, gain a Gold, Printing Press, Counterfeit, King´s cache and two Platina.

Yup. I think I finally found the right wording.
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Snorka

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Re: Weekly Design Contest #196: If a card is in the kingdom...
« Reply #21 on: August 23, 2023, 12:58:47 am »
+4


Like an evil Baker! Should be really weird to have effectively different starting cash. With this there are effectively the 1/5, 2/4, 3/3, and 4/2 openings. Above the line isn't special, just a gainer that can gain expensive stuff(otherwise harder to get with this on the table) for a price...

EDIT: I didn't see LibraryAdventurer's old version of Wereshop when I made this. Great minds just think alike ;)
« Last Edit: August 23, 2023, 01:04:17 am by Snorka »
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Ethan

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Re: Weekly Design Contest #196: If a card is in the kingdom...
« Reply #22 on: August 23, 2023, 01:28:24 am »
+1

Quote
Decrepit City
Action $5

Card text:
+2 Cards
+3 Actions
-
In games using this, When you get +Actions and there is an empty pile:
Whenever you gain more actions then +2, discard a card from hand per empty supply pile and excess action.
The wording is confusing and I think you should use "than" rather than "then".
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kru5h

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Re: Weekly Design Contest #196: If a card is in the kingdom...
« Reply #23 on: August 23, 2023, 11:57:23 am »
+4

Path(v8)


Landlord(Previous Version)


Edit: Changed Landlord to Path
« Last Edit: August 28, 2023, 12:30:38 pm by kru5h »
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segura

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Re: Weekly Design Contest #196: If a card is in the kingdom...
« Reply #24 on: August 23, 2023, 12:28:13 pm »
0

I would not call it a Villa effect as you don’t get a free Action and teleportation back to your Action phase. But you can of course exchange a Silver for a DoubleNecro before you play your Smithy.
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JW

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Re: Weekly Design Contest #196: If a card is in the kingdom...
« Reply #25 on: August 23, 2023, 01:12:36 pm »
+3

Landlord


The wording "anytime" could cause rules confusion. For example, I play Lookout and trash a Haunted Mirror. Can I exchange a Silver from my hand for Landlord before resolving its "discard an Action card for Ghost" effect? I suggest "At the start of your turn or after you play an Action card on your turn..." instead.
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fika monster

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Re: Weekly Design Contest #196: If a card is in the kingdom...
« Reply #26 on: August 23, 2023, 03:24:09 pm »
0

Currently at a relatives place so cant make a mockup card.

but here is my contribution:

---
Quote
Decrepit City
Action $5

Card text:
+2 Cards
+3 Actions
-
In games using this, Whenever you play an action card and have more then 2 unused actions, discard a card for each empty supply pile.
---

lets try this again:
if you play an action card with 3 or more actions, then you discard a card per empty supply pile
that should be far simpler, and not require math all the time.

updated: i hope this is better
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kru5h

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Re: Weekly Design Contest #196: If a card is in the kingdom...
« Reply #27 on: August 23, 2023, 08:44:56 pm »
+1

Landlord


The wording "anytime" could cause rules confusion. For example, I play Lookout and trash a Haunted Mirror. Can I exchange a Silver from my hand for Landlord before resolving its "discard an Action card for Ghost" effect? I suggest "At the start of your turn or after you play an Action card on your turn..." instead.

Good idea, but that's way too long for text on a decent card. I decided to rework the card:

Path

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Re: Weekly Design Contest #196: If a card is in the kingdom...
« Reply #28 on: August 24, 2023, 12:29:53 am »
+2

Quote
Path


Someone can gain the whole pile with a Fortress in hand (because the first one that you gain and play lets you trash Fortress again). Back to “exchange” instead of trash?
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Re: Weekly Design Contest #196: If a card is in the kingdom...
« Reply #29 on: August 24, 2023, 04:17:23 am »
+1

Quote
Path


Someone can gain the whole pile with a Fortress in hand (because the first one that you gain and play lets you trash Fortress again). Back to “exchange” instead of trash?

that and it needs the Action type

kru5h

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Re: Weekly Design Contest #196: If a card is in the kingdom...
« Reply #30 on: August 24, 2023, 09:55:09 am »
+3

Fixed both issues. Hopefully this works now.

4est

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Re: Weekly Design Contest #196: If a card is in the kingdom...
« Reply #31 on: August 24, 2023, 11:24:51 am »
+4



Get lost in the Maze but tread lightly, there's a fearsome Minotaur somewhere in there.

The Maze pile features 9 Mazes and 1 Minotaur shuffled together before the game, and like Knights, you cannot examine the order of the pile. The Minotaur cannot be gained in most cases (and it has no play effect), but the moment it's found, it immediately lowers all the Supply piles, pushing the game toward a faster ending. Mazes are like Lantern-activated Border Guards that transform into one-shot double Labs once the Minotaur is found (because the Maze is collapsing and you have to get out). If the Minotaur starts on top, you do its effect at the start of the game, or you can reshuffle if that doesn't feel as fun.

And on the personal side: no baby quite yet, but this challenge was too interesting to pass up :)
« Last Edit: August 25, 2023, 02:59:20 pm by 4est »
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Re: Weekly Design Contest #196: If a card is in the kingdom...
« Reply #32 on: August 24, 2023, 12:38:06 pm »
+4



Mazes are Great Halls that transform into Experiments once the Minotaur is found (because the Maze is collapsing and you have to get out).

The concept and implementation of Minotaur is great! However, Maze seems weak. Great Hall was rarely bought (and even less so early on), and the possibility of finding the Minotaur and turning them into single Experiments (when Experiment is good because comes with two copies for that $3 investment, not one copy like Maze) doesn't seem sufficient to change that.

That said, my suggestion for how to change it is to make the quickest change possible and then get all the rest possible before your happy new arrival!
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Re: Weekly Design Contest #196: If a card is in the kingdom...
« Reply #33 on: August 24, 2023, 01:49:57 pm »
+2



Get lost in the Maze but tread lightly, there's a fearsome Minotaur somewhere in there.

The Maze pile features 11 Mazes and 1 Minotaur shuffled together before the game, and like Knights, you cannot examine the order of the pile. The Minotaur cannot be gained in most cases (and it has no play effect), but the moment it's found, it immediately lowers all the Supply piles, pushing the game toward a faster ending. Mazes are Great Halls that transform into Experiments once the Minotaur is found (because the Maze is collapsing and you have to get out). If the Minotaur starts on top, you do its effect at the start of the game, or you can reshuffle if that doesn't feel as fun.

And on the personal side: no baby quite yet, but this challenge was too interesting to pass up :)

Is the cards theme what shopping for baby furniture at IKEA feels like?
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4est

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Re: Weekly Design Contest #196: If a card is in the kingdom...
« Reply #34 on: August 24, 2023, 02:22:22 pm »
+2


Mazes are Great Halls that transform into Experiments once the Minotaur is found (because the Maze is collapsing and you have to get out).

The concept and implementation of Minotaur is great! However, Maze seems weak. Great Hall was rarely bought (and even less so early on), and the possibility of finding the Minotaur and turning them into single Experiments (when Experiment is good because comes with two copies for that $3 investment, not one copy like Maze) doesn't seem sufficient to change that.

That said, my suggestion for how to change it is to make the quickest change possible and then get all the rest possible before your happy new arrival!

Great call, JW--it's the classic split pile challenge of making the top card something people actually want if you want any hope of the other card showing up. I'll update Maze later today if I can!
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Re: Weekly Design Contest #196: If a card is in the kingdom...
« Reply #35 on: August 24, 2023, 09:18:38 pm »
+4

I hate that I'm so indecisive, but I updated my card again to be more general so that it is more aligned with the theme of this contest.

Path(v5)


EDIT (Added "to your hand.")

Path(v6)
« Last Edit: August 25, 2023, 05:53:55 am by kru5h »
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BryGuy

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Re: Weekly Design Contest #196: If a card is in the kingdom...
« Reply #36 on: August 25, 2023, 09:03:52 am »
+1

Quote
Fine Art/Art Dealer
Randomizer
This pile start with one per player of each card. All copies of Fine Art are on top.


Fine Art
$3 Treasure
$1
Discard a card for +1 Card.
You may gain a Copper to your Hand.
You may exchange a Buy for $1.
-
In games using this, each set of three same named Treasures in play give +1 Buy.


Art Dealer
$5 Night
Choose one: Trash two same named Treasures in play to gain a Treasure costing up to $3 more; or +2 Coffers and place a card in play on your Deck's top.
:)
Seams like extra Buys are lacking in many Kingdoms. This provides a condition to garner extra Buys. Hoping this is a funner idea.
« Last Edit: August 25, 2023, 09:37:28 am by BryGuy »
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Re: Weekly Design Contest #196: If a card is in the kingdom...
« Reply #37 on: August 25, 2023, 11:25:35 am »
+3



Okay here's an updated Maze to go with Minotaur (updated in the OP as well). It's now an Lantern-activated Border Guard that turns into a one-shot double Lab once the Minotaur is found. A decent sifter in the midgame and nice to pop later. Had to drop the 1VP part which is too bad, I had liked the idea that you start losing points when escaping the Maze but its way too much for one card.
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Re: Weekly Design Contest #196: If a card is in the kingdom...
« Reply #38 on: August 25, 2023, 03:27:16 pm »
+7

« Last Edit: August 26, 2023, 05:17:57 am by silverspawn »
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Re: Weekly Design Contest #196: If a card is in the kingdom...
« Reply #39 on: August 25, 2023, 06:31:29 pm »
+4



That sounds interesting. But I would increase the cost to $3 (at least) as Nomad Village is similar in strength to Village: It's better when revealing an Action, weaker when revealing a Treasure, and roughly equivalent when revealing a VP card or a Curse. NV's below-the-line effect also makes the card stronger.
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Re: Weekly Design Contest #196: If a card is in the kingdom...
« Reply #40 on: August 26, 2023, 05:17:33 am »
+1

On second thought I agree. I do think it's weaker than village because not drawing is so bad, but getting it on 5/2 does sound pretty stupid. Updated!

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Re: Weekly Design Contest #196: If a card is in the kingdom...
« Reply #41 on: August 26, 2023, 06:32:11 pm »
+8




EDIT: I realized today that the bottom I had originally went crazy with junkers, so I'm now restricting it to only activate on the active player's gains.
« Last Edit: August 28, 2023, 05:57:07 pm by Gubump »
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Re: Weekly Design Contest #196: If a card is in the kingdom...
« Reply #42 on: August 26, 2023, 08:49:59 pm »
+1



Quote
Impoverished Village
$3 - Action

+1 Cards
+2 Actions
+2 Buys
-
In games using this, at the end of your Buy phase, if you have at least 2 unused Buys or Actions, gain a Copper.

You get the Copper if you have two or more unused Buys, two or more unused Actions, or 1 unused Action and 1 unused Buy.  The top would be strictly better than Village, but it always has to live in a world with the bottom. Even if both Village and Impoverished Village are in the same kingdom, there are reasons to get one, the other, or a mix of both.
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Re: Weekly Design Contest #196: If a card is in the kingdom...
« Reply #43 on: August 26, 2023, 10:25:48 pm »
+1



Quote
Impoverished Village
$3 - Action

+1 Cards
+2 Actions
+2 Buys
-
In games using this, at the end of your Buy phase, if you have at least 2 unused Buys or Actions, gain a Copper.

You get the Copper if you have two or more unused Buys, two or more unused Actions, or 1 unused Action and 1 unused Buy.  The top would be strictly better than Village, but it always has to live in a world with the bottom. Even if both Village and Impoverished Village are in the same kingdom, there are reasons to get one, the other, or a mix of both.

IMO it isn't quite clear from reading the card text that it means 2 total between Actions and Buys rather than 2+ Actions or 2+ Buys.
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Re: Weekly Design Contest #196: If a card is in the kingdom...
« Reply #44 on: August 27, 2023, 04:37:49 am »
0



Quote
Impoverished Village
$3 - Action

+1 Cards
+2 Actions
+2 Buys
-
In games using this, at the end of your Buy phase, if you have at least 2 unused Buys or Actions, gain a Copper.

You get the Copper if you have two or more unused Buys, two or more unused Actions, or 1 unused Action and 1 unused Buy.  The top would be strictly better than Village, but it always has to live in a world with the bottom. Even if both Village and Impoverished Village are in the same kingdom, there are reasons to get one, the other, or a mix of both.

IMO it isn't quite clear from reading the card text that it means 2 total between Actions and Buys rather than 2+ Actions or 2+ Buys.

I once made a card where the idea was that you get +1 Action back if half of your hand is {cards that cost 0 or copies of this card}. Unfortunately, "if at least half of your hand is copies of this or cards that cost 0$" is ambiguous for the same reason as here. The only solution we ever came up with was using the "and" wording, i.e., "if at least half of your hands is copies of this and cards that cost 0$". Unfortunately that doesn't work here because it allows a third interpretation (that you need both +2 Buys and +2 Actions). I still don't know any elegant wording that solves the problem.

An inelegant solution would be "at the end ... add up your Buys and Actions. If the sum is at least 2 ...."

Or you change it to either or, which does have a good wording ("at least +2 Buys or at least +2 Actions") and just go with the changed mechanic.

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Re: Weekly Design Contest #196: If a card is in the kingdom...
« Reply #45 on: August 27, 2023, 11:14:50 am »
+2



Goldsmith

Action ($5)

You may discard a Treasure to gain a Gold to your hand.
---
In games using this, the first time you gain a non-Victory card each turn, gain a cheaper card that shares a type with it.

A pretty standard Gold gainer, but the bottom means it might not just be getting you Golds. Pretty great in a kingdom with a desirable $5 Treasure like Spices or Crown, but sometimes all it'll get you is an extra Silver. You might also choose to forgo the card entirely to get better use out of the bottom in the Buy phase. It should also shake up openings, as the effect is not optional.
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BryGuy

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Re: Weekly Design Contest #196: If a card is in the kingdom...
« Reply #46 on: August 27, 2023, 11:47:26 am »
0



Quote
Impoverished Village
$3 - Action

+1 Cards
+2 Actions
+2 Buys
-
In games using this, at the end of your Buy phase, if you have at least 2 unused Buys or Actions, gain a Copper.

You get the Copper if you have two or more unused Buys, two or more unused Actions, or 1 unused Action and 1 unused Buy.  The top would be strictly better than Village, but it always has to live in a world with the bottom. Even if both Village and Impoverished Village are in the same kingdom, there are reasons to get one, the other, or a mix of both.

IMO it isn't quite clear from reading the card text that it means 2 total between Actions and Buys rather than 2+ Actions or 2+ Buys.
:)
Maybe something like "In games using this, at the end of your Buy phase, if you have at least two unused Buys plus Actions, gain a Copper."

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Re: Weekly Design Contest #196: If a card is in the kingdom...
« Reply #47 on: August 27, 2023, 01:39:57 pm »
0

Quote
Forbidden Forest
Victory
-
2
-
When you gain this, each other player gains a Curse unless they reveal a Victory card from their hand.
If Forbidden Forest is in the kingdom, will you make more green for defense?
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Re: Weekly Design Contest #196: If a card is in the kingdom...
« Reply #48 on: August 27, 2023, 02:07:20 pm »
0

Quote
Forbidden Forest
Victory
-
2
-
When you gain this, each other player gains a Curse unless they reveal a Victory card from their hand.
If Forbidden Forest is in the kingdom, will you make more green for defense?

This card doesn't fit the theme of the contest. Edit: never mind, I missed the second clause in the original post, giving the Swindler/Magpie example. Let this be a lesson not to procrastinate on work with ill-considered Dominion. :-)

This week's challenge is to Design a card (not a landscape) that does something even if nobody buys/uses it.
« Last Edit: August 27, 2023, 03:45:18 pm by JW »
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Re: Weekly Design Contest #196: If a card is in the kingdom...
« Reply #49 on: August 27, 2023, 02:56:08 pm »
+1

Quote
Forbidden Forest
Victory
-
2
-
When you gain this, each other player gains a Curse unless they reveal a Victory card from their hand.
If Forbidden Forest is in the kingdom, will you make more green for defense?

This card doesn't fit the theme of the contest

This week's challenge is to Design a card (not a landscape) that does something even if nobody buys/uses it.
I would let Will(ow/iam) be the judge of that. This card does something by making you more likely to keep Esates or go for some other early green to block the curse.

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Re: Weekly Design Contest #196: If a card is in the kingdom...
« Reply #50 on: August 27, 2023, 05:14:22 pm »
0

Looks like a massively nerfed IGG.
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Re: Weekly Design Contest #196: If a card is in the kingdom...
« Reply #51 on: August 28, 2023, 12:15:03 am »
+1

Yes, I know I'm indecisive.

Path(v7)


The last version was just way too wordy.

EDIT

Path(v8)


Edited to say "from your hand" in response to silverspawn's criticism. Hopefully that works.
« Last Edit: August 28, 2023, 12:35:26 pm by kru5h »
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Re: Weekly Design Contest #196: If a card is in the kingdom...
« Reply #52 on: August 28, 2023, 04:07:54 am »
+1

The problem with this is that you can play cards you don't own, making "exchange" unclear.

I liked v6 -- although it was wordy.

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Re: Weekly Design Contest #196: If a card is in the kingdom...
« Reply #53 on: August 28, 2023, 11:45:42 am »
+7



Trasher with a twist.
Playtested this a couple of time and made for some interesting choices.
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Re: Weekly Design Contest #196: If a card is in the kingdom...
« Reply #54 on: August 28, 2023, 01:39:46 pm »
0

New entry, replacing my previous one:



Allows to bring Treasure and even Night cards into play during the Action Phase, as the young hero calls his companion/mentor.

If anyone has a better idea on how to prevent Victory cards from being played this way ("action supply pile" didn't work since the Clashes), feel free to contribute.
Otherwise, FAQ = gives +1 Action (as per the token's ruling, before you play a card with the token on it) and does nothing, is discarded during clean-up.
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Re: Weekly Design Contest #196: If a card is in the kingdom...
« Reply #55 on: August 28, 2023, 03:04:16 pm »
+1

Farmer | Action | $4
+2 Cards
You may discard a Farmer or an Estate for +1 card +1 action

In games using this, when a player gains a non-Estate victory card, they gain an Estate


Farmers make more green fill the world. Every province now comes with an estate. Every duchy comes with an estate. Every estate… doesn’t, but then, who buys estates anyway? Maybe you, since  farmers know how to process those estates.

I’m open to feedback — costing it 3 and/or making the benefit be a simply +1 action as it’s basically a super lab when it hits right now since you don’t care to discard estates.
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Re: Weekly Design Contest #196: If a card is in the kingdom...
« Reply #56 on: August 28, 2023, 09:10:41 pm »
+6

New entry, replacing my previous one:



Allows to bring Treasure and even Night cards into play during the Action Phase, as the young hero calls his companion/mentor.

If anyone has a better idea on how to prevent Victory cards from being played this way ("action supply pile" didn't work since the Clashes), feel free to contribute.
Otherwise, FAQ = gives +1 Action (as per the token's ruling, before you play a card with the token on it) and does nothing, is discarded during clean-up.

I fail to see how this isn't strictly worse than Market Square. It's a conditional +1 Action and lacks the Reaction, and even in games with only Young Hero, the card itself is still worse than Market Square would be.
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Re: Weekly Design Contest #196: If a card is in the kingdom...
« Reply #57 on: August 29, 2023, 04:18:49 am »
+1

New entry.


Quote
Landscaper
6$ action
Gain a Douchy or Silver to your hand.
-
In games using this, Victory cards costing $5 or more are also Action cards with the text that says "You may play an Non-Victory Action card from your hand twice."

A Douchy gainer, that also makes douchies and more expensive victory cards be Throne Rooms.
To nerf this a bit, i made those Victory cards not be able to throne room themselfs. I don't think someone should be able to draw a hand of 4 Douchies and one smithy, and be able to play all your deck. There should still be deck control involved.

Priced $6 as it could otherwise be a ridicoulous 5 2 opener, and it gains douchys.


FAQ:
-If the Victory card is an action card or Treasure card with card text, the original card text activates first. So a Nobles FIRST gives you the choice of 3 cards or 2 actions, then it may throne room an action from your hand.
An farm gives you 2 money first, and then you may throne room.

- If you play distant lands, You put it on the tavern mat, and may then play an action card from your hand. That action card stays in play as normal.

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Re: Weekly Design Contest #196: If a card is in the kingdom...
« Reply #58 on: August 29, 2023, 07:15:43 am »
+1

Ghoul 5$ Action-Command
If you have played a Zombie this turn, +3 cards and +1 buy.
Otherwise, Choose 1: Choose 2 face up Zombie cards in the trash. Play them in any order, leaving them there OR Choose 1 face up Zombie cards in the trash. Play it twice, leaving it there.

Setup: Put the 3 Zombies into the trash.


A different take on necromancer which only eats a single zombie this turn, but then can make a long distance to the next graveyard for the next turn. It also technically has a setup, even when it doesnt matter in most games. Because this can only play zombies, robbin the graves will let the ghoul die out, so it can lead to some very interesting decision making. You normally want at least one because the first is a super lost city, but that strategy is as fragile as having crossroads being your only village...
« Last Edit: August 29, 2023, 08:17:49 am by sumrex »
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Re: Weekly Design Contest #196: If a card is in the kingdom...
« Reply #59 on: August 29, 2023, 11:10:51 am »
+1

I think that this is too good. The first one is better than Lost City (Spy plus the flexiblity of other options) and the second one is Barge.
So you can safely add at least 2 copies to any deck.
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Re: Weekly Design Contest #196: If a card is in the kingdom...
« Reply #60 on: August 29, 2023, 11:47:14 am »
+3

New entry.


Quote
Landscaper
6$ action
Gain a Douchy or Silver to your hand.
-
In games using this, Victory cards costing $5 or more are also Action cards with the text that says "You may play an Non-Victory Action card from your hand twice."

A Douchy gainer, that also makes douchies and more expensive victory cards be Throne Rooms.
To nerf this a bit, i made those Victory cards not be able to throne room themselfs. I don't think someone should be able to draw a hand of 4 Douchies and one smithy, and be able to play all your deck. There should still be deck control involved.

Priced $6 as it could otherwise be a ridicoulous 5 2 opener, and it gains douchys.


FAQ:
-If the Victory card is an action card or Treasure card with card text, the original card text activates first. So a Nobles FIRST gives you the choice of 3 cards or 2 actions, then it may throne room an action from your hand.
An farm gives you 2 money first, and then you may throne room.

- If you play distant lands, You put it on the tavern mat, and may then play an action card from your hand. That action card stays in play as normal.

Just an FYI, the word is spelled "Duchy," not "Douchy."
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Re: Weekly Design Contest #196: If a card is in the kingdom...
« Reply #61 on: August 29, 2023, 11:48:22 am »
0

I think that this is too good. The first one is better than Lost City (Spy plus the flexiblity of other options) and the second one is Barge.
So you can safely add at least 2 copies to any deck.

Uh, how is the first one better than Lost City? Spy isn't even good, and the only way it can give you +2 Actions is by trashing an Action from your hand.
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Re: Weekly Design Contest #196: If a card is in the kingdom...
« Reply #62 on: August 29, 2023, 12:52:31 pm »
+2

Ghoul gives you the option to play a Zombie twice and a Thrones Zombie Spy is strictly better than Lost City.
So you can safely rund two copies given that that first copy you play each turn is always at least a Lost City+ and the second copy you play each turn is a this turn Barge.
« Last Edit: August 29, 2023, 12:54:12 pm by segura »
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Re: Weekly Design Contest #196: If a card is in the kingdom...
« Reply #63 on: August 29, 2023, 01:15:59 pm »
0

It's been nine days since the contest was posted, should someone call a 24 hour warning?
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Re: Weekly Design Contest #196: If a card is in the kingdom...
« Reply #64 on: August 29, 2023, 01:32:21 pm »
0

24 hour warning
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Re: Weekly Design Contest #196: If a card is in the kingdom...
« Reply #65 on: August 29, 2023, 02:06:06 pm »
0

Ghoul gives you the option to play a Zombie twice and a Thrones Zombie Spy is strictly better than Lost City.
So you can safely rund two copies given that that first copy you play each turn is always at least a Lost City+ and the second copy you play each turn is a this turn Barge.

Oh, right, I didn't see the Throne option.
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Re: Weekly Design Contest #196: If a card is in the kingdom...
« Reply #66 on: August 30, 2023, 05:15:22 am »
+2

Ghoul 5$ Action-Command
If you have played a Zombie this turn, +3 cards and +1 buy.
Otherwise, Choose 1: Choose 2 face up Zombie cards in the trash. Play them in any order, leaving them there OR Choose 1 face up Zombie cards in the trash. Play it twice, leaving it there.

Setup: Put the 3 Zombies into the trash.


A different take on necromancer which only eats a single zombie this turn, but then can make a long distance to the next graveyard for the next turn. It also technically has a setup, even when it doesnt matter in most games. Because this can only play zombies, robbin the graves will let the ghoul die out, so it can lead to some very interesting decision making. You normally want at least one because the first is a super lost city, but that strategy is as fragile as having crossroads being your only village...
Regardless of power level, you should cut down the wording. Here's a suggestion:

Otherwise, do this twice: Play a Zombie from the trash, leaving it there.
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Re: Weekly Design Contest #196: If a card is in the kingdom...
« Reply #67 on: August 30, 2023, 08:19:34 am »
+5


Quote
Occult Library - $4
Action

Discard a card. Draw until you have 6 cards in hand.
-
In games using this, when the player to your left ends their Action phase, you may play an Action from your hand.
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Re: Weekly Design Contest #196: If a card is in the kingdom...
« Reply #68 on: August 30, 2023, 06:31:51 pm »
+1


Quote
Occult Library - $4
Action

Discard a card. Draw until you have 6 cards in hand.
-
In games using this, when the player to your left ends their Action phase, you may play an Action from your hand.

I play Possession.
My left player plays their turn for me.
It's Action phase is over.
I play Possession.
My left player plays their turn for me.
It's Action phase is over.
I play Occult Library to draw another Possession.


I think some trick is needed to stop this evil loop.
(not infinite in itself, but still boring)
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Re: Weekly Design Contest #196: If a card is in the kingdom...
« Reply #69 on: August 30, 2023, 09:28:54 pm »
0

Contest Closed
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Will(ow|iam)

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Re: Weekly Design Contest #196: If a card is in the kingdom...
« Reply #70 on: August 30, 2023, 11:19:58 pm »
+1

Hostile Village
https://forum.dominionstrategy.com/index.php?topic=21770.msg903968#msg903968

It's like Shaman or Ambassador without the built-in thinning. Boo.

Big effect: 10/10.
Fun effect: 0/10.
Fun card: 0/10.
total: 10/30


Mimic
https://forum.dominionstrategy.com/index.php?topic=21770.msg903968#msg903968

Big effect: 5/10. I feel like the token will often end up on a card nobody's playing anyway.
Fun effect: 6/10. It can encourage more varied decks.
Fun card: 4/10. The decision of what card to hit can be interesting, whether to try to hit a village or a payload card. However, it can be a brutal unmoatable attack on e.g. boards with only one village or only one draw card. The only defense is to have a mimic at the start of your own turn. That's luck-based.

total: 15/30

Manor
https://forum.dominionstrategy.com/index.php?topic=21770.msg903969#msg903969

Big effect: 10/10. Starting with 3 necropolises is a big deal, especially with a guaranteed smithy on the board.
Fun effect: 6/10. Similar problem to Champion, where it's almost removing the limited number of actions per turn as a mechanic from the game.
Fun card: 4/10. Too strong. Basically strictly better than lab, and doesn't encourage building your deck differently (e.g. Seer, Hunter, Hunting Party) to take advantage of it.

Total: 20/30.

torch
https://forum.dominionstrategy.com/index.php?topic=21770.msg903979#msg903979
Big effect: 10/10.
Fun effect: 2/10. Devastating like Frigate or Warlord
Fun card: 3/10. There are 2 possible decks you can try to build: Get a torch soon enough, or don't play a lot of action cards. Really monolithic. See also: Rebuild.

15/30.

Wereshop
https://forum.dominionstrategy.com/index.php?topic=21770.msg903981#msg903981

Big effect: 7/10. Not too much different than just having a Way. Credit because Ways are fun.
Fun effect: 4/10. Part of the fun of some Ways is that they're always available (e.g. Ox, Sheep, Otter). The rotating makes those less impactful.
Fun card: 5/10. What if Knights was a Workshop instead of an attack?
16/30.

White Elephant
https://forum.dominionstrategy.com/index.php?topic=21770.msg903984#msg903984

Big effect: 3/10.
Fun effect: 5/10. Minor Duchy buff and estate nerf I guess?
Fun card: 7/10. I actually like the concept of a payload card that's sometimes incidentally a junker, particularly when the junking is at the end of the game. Incentivizes delaying greening.

15/30.

Printing Press
https://forum.dominionstrategy.com/index.php?topic=21770.msg903991#msg903991

Big effect: 7/10.
Fun effect: 6/10. Makes opening silver mean stuff's more likely to miss the shuffle, but it also changes the order I want to gain deck control vs. payload in an interesting way.
Fun card: 6/10. Weak when you can afford it, strong when you're kinda choking on green. Timing when to gain it is an interesting decision, but I feel like the answer is too-often to not gain it.

19/30.

Maze and Minotaur
https://forum.dominionstrategy.com/index.php?topic=21770.msg904012#msg904012

Big effect: 1/10. Removing one card from every pile one time doesn't make the game end much faster. See: Populate.
Fun effect: 0/10. Just doesn't do a lot.
Fun card: 6/10. A border guard that might turn into experiment, but you don't know when. Okay.

6/30.

Fine Art/Art Dealer
https://forum.dominionstrategy.com/index.php?topic=21770.msg904020#msg904020

Big effect: 2/10.
Fun effect: 2/10. Everyone has Fair for free. Whoopee.
Fun card: 4/10. Fine art is a fine but uninteresting open and weak in the mid-late game. The second part of Art Dealer seems fun and reasonable but there's no reason for it to be on the bottom of a split pile.
8/10.

Nomad Village
https://forum.dominionstrategy.com/index.php?topic=21770.msg904025#msg904025
Big effect: 6/10.
Fun effect: 5/10.
Fun card: 4/10. Really swingy. Higher highs and lower lows than Vassal or Herald.
15/30.

Magistrate
https://forum.dominionstrategy.com/index.php?topic=21770.msg904030#msg904030
Big effect: 6/10. Does nothing but nerf its own attack on a lot of boards
Fun effect: 4/10. Just plain nerfs a bunch of cards.
Fun card: 7/10. "Workshop, others discard to 3 then draw 1" is fine.

17/30

Impoverished Village
https://forum.dominionstrategy.com/index.php?topic=21770.msg904031#msg904031
Big effect: 8/10. The penalty's worth playing around, but usually won't proc a lot.
Fun effect: 7/10.
Fun card: 4/10. This being the only village basically means I'm gaining a copper every turn.

19/30.

Goldsmith
https://forum.dominionstrategy.com/index.php?topic=21770.msg904034#msg904034
Big effect: 10/10. The card's on-play effect warps the board, as does the in-games-using-this effect.
Fun effect: 10/10. Engines are built fast, and silvers come with coppers.
Fun card: 3/10. Massive payload injection, if you can afford the draw. Probably way too strong in money density. It's like "+$2, gain a gold and a silver."

23/30.

Forbidden Forest
Big effect: 8/10. A lot like shepherd
Fun effect: 3/10. It feels bad to gain it and the curse is blocked, and worse to fill your deck with green and still get cursed. A lot like shepherd duds.
Fun card: 4/10. Interesting twist on duchy, and viable alt-VP in general is cool.

15/30.

Path(v8)
Big effect: 10/10. Basically a Way, that will probably be used often.
Fun effect: 6/10. Kinda turns every card into a mini-Band of Misfits. It also makes it useless to gain cheap cards because you can always swap them. Path itself being around kinda does the Villa thing of changing the build order, but it being +3 actions means you basically never worry about running out of +actions.
Fun card: 4/10. Reasonable $2.
20/30.

Goblin
https://forum.dominionstrategy.com/index.php?topic=21770.msg904045#msg904045
FYI the flavor of this card is antisemitic trope. Something to be aware of. Anyway,

Big effect: 7/10.
Fun effect: 6/10. Definitely a buff to gold. Might as well have separate kingdom card for what gold is with this around (like a reverse harem/farm) but this interacts with gold-gainers so it's fine.
Fun card: 9/10. I like how it incentivizes trashing coppers before estates in a unique way.

22/30.

Young Hero
https://forum.dominionstrategy.com/index.php?topic=21770.msg904046#msg904046
Big effect: 10/10.
Fun effect: 7/10. Swingy.
Fun card: 3/10. Swingy.
20/30.

Landscape
https://forum.dominionstrategy.com/index.php?topic=21770.msg904047#msg904047
Big effect: 10/10.
Fun effect: 7/10. Duchy into weaker throne room is a fun effect. Province into weaker throne room gives the first player to green too much of a lead.
Fun card: 4/10.
21/30.

Ghoul
https://forum.dominionstrategy.com/index.php?topic=21770.msg904052#msg904052
Big effect: 0/10. The zombies being in the trash barely affects anything.
Fun effect: 0/10.
Fun card: 2/10. A lost city that turns into a super smithy for $5. That's really strong and not that fun.

2/30.

Occult Library
https://forum.dominionstrategy.com/index.php?topic=21770.msg904071#msg904071
Big effect: 10/10.
Fun effect: 4/10. Basically everybody gets barracks that doesn't care about +actions. Also lol @ black cat.
Fun card: 6/20. I like it.

20/30.

Winner: Goldsmith
Runners up: Goblin, Landscape
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Snorka

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Re: Weekly Design Contest #196: If a card is in the kingdom...
« Reply #71 on: August 31, 2023, 12:47:24 am »
+2

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LibraryAdventurer

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Re: Weekly Design Contest #196: If a card is in the kingdom...
« Reply #72 on: August 31, 2023, 12:58:00 am »
+3

<judging>
You judge a bit harshly, and I think have weird/possibly mistaken views on some of these. For instance:
- I think you're greatly underestimating Printing Press.
- Torch is hardly comparable to Rebuild when on its own, it's only a trasher. Rebuild is a complete strong strategy on its own. And I think you're overestimating the difference Torch will have in a game.
- The "in games using this" effect of Fine Art/Art Dealer is definitely more interesting than just "everyone has fair for free" when you have to have three copies of a Treasure in play. (I just now noticed that entry and I like the idea, especially Art Dealer.)
- There's no way Nomad Village has higher highs and lower lows than Herald. It doesn't look that swingy to me.
- You're kindof contradicting yourself about Impoverished Village. You say it won't proc* a lot, but then say you'll probably be gaining a Copper every turn. It isn't like there's very often more than one village on a board. (Unrelated: What is "proc" short for anyway?)

Also, you missed Farmer. (edit: and Snorka's card...)
« Last Edit: August 31, 2023, 01:02:36 am by LibraryAdventurer »
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fika monster

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Re: Weekly Design Contest #196: If a card is in the kingdom...
« Reply #73 on: August 31, 2023, 04:32:58 am »
0

overall i liked the judging, and think you did a good job. (im also happy you liked my card of course).

But if you dont mind a feedback on your critique:

a Positive first: i like the formalized "big, fun effect, fun card" aspect of your judgement. Im probably gonna use that form

- I like numbers but having 3 numbers for the aspects seems too much. getting a 2/10 is managable but 4/30 feels really bad i think.
-It also gets too granular, as judging cards is already subjective, and several parts of a card feeds into each other. the sum of the whole can be bigger then the parts.

- Your language is too harsh and i think it could do with some removed "whopees" and such. Adding some kind words or fluff can help people take your critisism to heart better.

- A single word description for a card does not feel great and doesnt help the person improve.


Judging cards is a big task, so regardless im happy with the judging you made.

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fika monster

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Re: Weekly Design Contest #196: If a card is in the kingdom...
« Reply #74 on: August 31, 2023, 04:44:04 am »
+2

After contest edit:
EDIT 2:


Removed gain to hand. Can now play Action victory cards in hand, so if you got a douchy or something, you may get a throne room opportunity but it costs essentially 2 Cad draw (Cause you gotta have a victory card that meets the criteria in hand. And you gotta draw the victory card you gained.



Card text when played is now "gain a victory card costing less then this to your hand"
It can still gain douchies, but can now gain any other victory card costing less then landscaper. You cant gain 6$ victory cards unless you dont some trickery i dont know about.  Being able to gain farms to your hand felt overpowerd, and landscaper isnt strong enough to warrant a 7$ price, so it stayed at 6$

You can in a pinch use landscaper to empty a victory card pile, or maybe gain a garden to your hand to exile it.

The effect is now active on 4 to 6$ victory cards, meaning that a province or Colony cant be Throne rooms. Gardens and other 4 cost cards can now be throne rooms, giving them extra spice. 


New entry.


Quote
Landscaper
6$ action
Gain a Douchy or Silver to your hand.
-
In games using this, Victory cards costing $5 or more are also Action cards with the text that says "You may play an Non-Victory Action card from your hand twice."

A Douchy gainer, that also makes douchies and more expensive victory cards be Throne Rooms.
To nerf this a bit, i made those Victory cards not be able to throne room themselfs. I don't think someone should be able to draw a hand of 4 Douchies and one smithy, and be able to play all your deck. There should still be deck control involved.

Priced $6 as it could otherwise be a ridicoulous 5 2 opener, and it gains douchys.


FAQ:
-If the Victory card is an action card or Treasure card with card text, the original card text activates first. So a Nobles FIRST gives you the choice of 3 cards or 2 actions, then it may throne room an action from your hand.
An farm gives you 2 money first, and then you may throne room.

- If you play distant lands, You put it on the tavern mat, and may then play an action card from your hand. That action card stays in play as normal.
« Last Edit: September 01, 2023, 05:13:00 am by fika monster »
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AJL828

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Re: Weekly Design Contest #196: If a card is in the kingdom...
« Reply #75 on: August 31, 2023, 08:06:21 am »
+1

<judging>
You judge a bit harshly, and I think have weird/possibly mistaken views on some of these. For instance:
- I think you're greatly underestimating Printing Press.
- Torch is hardly comparable to Rebuild when on its own, it's only a trasher. Rebuild is a complete strong strategy on its own. And I think you're overestimating the difference Torch will have in a game.
- The "in games using this" effect of Fine Art/Art Dealer is definitely more interesting than just "everyone has fair for free" when you have to have three copies of a Treasure in play. (I just now noticed that entry and I like the idea, especially Art Dealer.)
- There's no way Nomad Village has higher highs and lower lows than Herald. It doesn't look that swingy to me.
- You're kindof contradicting yourself about Impoverished Village. You say it won't proc* a lot, but then say you'll probably be gaining a Copper every turn. It isn't like there's very often more than one village on a board. (Unrelated: What is "proc" short for anyway?)

Also, you missed Farmer. (edit: and Snorka's card...)

“Proc” as an acronym stands for “programmed random occurrence,” it’s a gaming term used to describe effects that are designed in game to have some % chance of happening. But from my experience many people also seem to use it as shorthand for the word “activate.”
Thank you for your judging and the win, however I do feel that I should wait for the missing cards to be included before I post the next contest (I do have an idea for one though).
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Will(ow|iam)

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Re: Weekly Design Contest #196: If a card is in the kingdom...
« Reply #76 on: August 31, 2023, 09:23:54 am »
+2

Missing cards, uh...

Farmer
https://forum.dominionstrategy.com/index.php?topic=21770.msg904047#msg904047
Big effect: 10/10. Reminds me of embargo.
Fun effect: 7/10. Embargo made for bad times, but at least the estate pile runs out faster.
Fun card: 4/10. Too strong. Seems stronger than Stables, and has a higher low and lower high than shepherd.

21/30.

Shady Shop
https://forum.dominionstrategy.com/index.php?topic=21770.msg903999#msg903999
Big effect: 9/10.
Fun effect: 3/10. Makes the opening worse. No thanks.
Fun card: 4/10. Too strong.

16/30.
Final placements are unaffected.
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anordinaryman

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Re: Weekly Design Contest #196: If a card is in the kingdom...
« Reply #77 on: August 31, 2023, 04:56:03 pm »
0

Missing cards, uh...

Farmer

21/30.
[..]
Final placements are unaffected.

Does Farmer's 21/30 make it a runner up?
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Will(ow|iam)

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Re: Weekly Design Contest #196: If a card is in the kingdom...
« Reply #78 on: August 31, 2023, 10:25:06 pm »
+1

Missing cards, uh...

Farmer

21/30.
[..]
Final placements are unaffected.

Does Farmer's 21/30 make it a runner up?

3rd runner up I guess. I prefer Landscaper by a hair.
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