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Author Topic: Weekly Design Contest #197: One Order of Events, Hold the Gains  (Read 3550 times)

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AJL828

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+3

Weekly Design Contest #197: One Order of Events, Hold the Gains

Events are super fun, I don't think there's argument there. There are Events that can significantly shake up the game in all its stages and provide a unique a memorable experience.
But when I look at Events, I split them into 2 further classifications. Those that gain cards and those that do not.
While I find both types fun, I personally think it's more of a challenge to design Events that fall into the second category (I was also impressed to see how even the split is in officially published events, 36 that gain and 33 that don't).

So without further ado your challenge for this week is:

Design an Event that does not gain any cards upon use.

Some extra clarifications:
- Events that do not gain cards every time they're bought, but still can sometimes (ex. Pilgrimage) are not allowed.
- Events that care about/move other cards you've gained (exs. Rush, Deliver) are allowed as long as the Event itself does not gain cards (exs. Triumph and Commerce would not be allowed).
- Exiling cards is perhaps a bit of a grey area, but I'm gonna go ahead and say that such Events (like Transport or Invest) are allowed. I do suggest to include some side effects beyond just exiling cards though, much like these 2 examples.

I will judge based upon how exciting the Event looks to play with, and my approximation of its balance.

The contest will close at 9PM EST on Sep. 7. Feel free to let me know if you have any further questions, and have fun designing!
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Augie279

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Re: Weekly Design Contest #197: One Order of Events, Hold the Gains
« Reply #1 on: August 31, 2023, 02:37:44 pm »
+3



Mass trashing! The more you trash, the more you get back.
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JW

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Re: Weekly Design Contest #197: One Order of Events, Hold the Gains
« Reply #2 on: August 31, 2023, 02:59:58 pm »
+2

Royal Parade
- Event
Once per turn: +1 Buy. At the start of Clean-up, set aside a non-Duration Action you would discard from play this turn. At the start of your next turn, play it twice.
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LibraryAdventurer

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Re: Weekly Design Contest #197: One Order of Events, Hold the Gains
« Reply #3 on: August 31, 2023, 08:20:03 pm »
+2

I think Bishop could be interesting as an event:

Quote
Offering
$2 - Event
Trash a card from your hand. +1 VP equal to half its cost in coins (round down).
Each other player may trash a card from their hand. If anyone else does, +1 VP.
Not sure about the cost, is it too cheap?

edit: added (round down)
« Last Edit: September 01, 2023, 12:55:57 am by LibraryAdventurer »
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BryGuy

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Re: Weekly Design Contest #197: One Order of Events, Hold the Gains
« Reply #4 on: August 31, 2023, 09:28:45 pm »
0

I think Bishop could be interesting as an event:

Quote
Offering
$2 - Event
Trash a card from your hand. +1 VP equal to half its cost in coins.
Each other player may trash a card from their hand. If anyone else does, +1 VP.
Not sure about the cost, is it too cheap?
Price seams fine. Half - round up or down?

BryGuy

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Re: Weekly Design Contest #197: One Order of Events, Hold the Gains
« Reply #5 on: August 31, 2023, 09:34:40 pm »
0

Withdrawn

Quote
Mixing Bowl
$3  Event
Once per turn, +1 Buy.
Rotate all Kingdom piles twice.
Each player who does not discard a card rotates their deck twice. If all other players discard a card, +1 Coffer.
+1 Villager
This could be useful in a Kingdom where there are at least one split pile or where opponent's strategy replies upon ordering their deck.  :)

previous:
Quote
Mixing Bowl
$4  Event
+1 Buy
Rotate all Kingdom piles twice.
Each player who does not discard a card rotates their deck twice. If all other players discard a card, +1 Card.
+1 Villager
« Last Edit: September 05, 2023, 05:04:57 pm by BryGuy »
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Will(ow|iam)

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Re: Weekly Design Contest #197: One Order of Events, Hold the Gains
« Reply #6 on: September 01, 2023, 12:39:04 am »
+3

Explosion
$3 Event
Once per game:
+10 Cards
+4 Actions
+3 Buys
Return to your action phase.
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Will(ow|iam)

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Re: Weekly Design Contest #197: One Order of Events, Hold the Gains
« Reply #7 on: September 01, 2023, 12:41:00 am »
0

Quote
Mixing Bowl
$4  Event
+1 Buy
Rotate all Kingdom piles twice.
Each player who does not discard a card rotates their deck twice. If all other players discard a card, +1 Card.
+1 Villager
This could be useful in a Kingdom where there are at least one split pile or where opponent's strategy replies upon ordering thier deck.  :)
Rotating one's deck isn't a defined mechanic in-game. Is it just, put the top 2 cards on the bottom?
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NoMoreFun

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Re: Weekly Design Contest #197: One Order of Events, Hold the Gains
« Reply #8 on: September 01, 2023, 02:06:07 am »
+4

Fold
Event - $1
Once per turn: +1 Buy, put your deck in your discard pile.
« Last Edit: September 01, 2023, 02:28:28 am by NoMoreFun »
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fika monster

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Re: Weekly Design Contest #197: One Order of Events, Hold the Gains
« Reply #9 on: September 01, 2023, 05:17:07 am »
0

Explosion
$3 Event
Once per game:
+10 Cards
+4 Actions
+3 Buys
Return to your action phase.

Try removing the +3 buys? i feel like i would just get this as early as possible otherwise
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Ethan

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Re: Weekly Design Contest #197: One Order of Events, Hold the Gains
« Reply #10 on: September 01, 2023, 06:02:09 am »
+3

Quote
Coronation
Event
-
Play an Action from your hand twice.
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BryGuy

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Re: Weekly Design Contest #197: One Order of Events, Hold the Gains
« Reply #11 on: September 01, 2023, 09:06:58 am »
0

Quote
Mixing Bowl
$4  Event
+1 Buy
Rotate all Kingdom piles twice.
Each player who does not discard a card rotates their deck twice. If all other players discard a card, +1 Card.
+1 Villager
This could be useful in a Kingdom where there are at least one split pile or where opponent's strategy replies upon ordering thier deck.  :)
Rotating one's deck isn't a defined mechanic in-game. Is it just, put the top 2 cards on the bottom?
yes. Since "rotating" is a defined mechanic for Allies split piles i believe it is a simple enough concept to extent to each player's deck.

IsotropicWasBetter

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Re: Weekly Design Contest #197: One Order of Events, Hold the Gains
« Reply #12 on: September 01, 2023, 09:09:17 am »
+1

Isotropic
$6, Action

End this game immediately and play on Isotropic instead

#isotropicwasbetter
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Augie279

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Re: Weekly Design Contest #197: One Order of Events, Hold the Gains
« Reply #13 on: September 01, 2023, 10:31:00 am »
+2

Isotropic
$6, Action

End this game immediately and play on Isotropic instead

#isotropicwasbetter

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Will(ow|iam)

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Re: Weekly Design Contest #197: One Order of Events, Hold the Gains
« Reply #14 on: September 01, 2023, 10:33:38 am »
+1

Explosion
$3 Event
Once per game:
+10 Cards
+4 Actions
+3 Buys
Return to your action phase.

Try removing the +3 buys? i feel like i would just get this as early as possible otherwise
"as early as possible" on most boards would be T5 or T6 depending on the availability of workshops, which is probably worse than just building normally and thinning.
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segura

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Re: Weekly Design Contest #197: One Order of Events, Hold the Gains
« Reply #15 on: September 01, 2023, 03:25:30 pm »
0

Quote
Mixing Bowl
$4  Event
+1 Buy
Rotate all Kingdom piles twice.
Each player who does not discard a card rotates their deck twice. If all other players discard a card, +1 Card.
+1 Villager
This could be useful in a Kingdom where there are at least one split pile or where opponent's strategy replies upon ordering thier deck.  :)
What is the point of drawing while buying? This only matters with Villa, Cavalry and Launch.



Looks pretty automatic (and auto-win-ish) in 3/4 and 5/2.
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segura

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Re: Weekly Design Contest #197: One Order of Events, Hold the Gains
« Reply #16 on: September 01, 2023, 03:27:05 pm »
+5

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Re: Weekly Design Contest #197: One Order of Events, Hold the Gains
« Reply #17 on: September 01, 2023, 03:33:52 pm »
+1

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fika monster

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Re: Weekly Design Contest #197: One Order of Events, Hold the Gains
« Reply #18 on: September 01, 2023, 04:43:57 pm »
+1

EDIT:

Quote
Conservation
5$ Event

+1 Buy
Until the end of your next turn: Whenever you would Trash or Gain a Card, you may Exile it instead.

Turn every victory card into a potential quasi Fortress untill the end of your next turn!
Counteracts trasher attackers, lets you trash for benefit far easier, enables some potentially huge turns. And makes some cards that would trash themself stay in your deck.  You could also store curses in exile, but paying 5$ is a rotten deal for that.

Edit: Made it more expensive and gave you +1 Buy when you buy it. It can now trash/gain exile victory cards, but it costs a full douchy, making it expensive. you could buy it and then an province, but that costs 13$, almost at domination costs.

made this choice because it simply felt more fun to be able to affect victory cards like this.

Originally was once per game, and you could save victory cards. Once per game felt too limiting and pretty meh to me, as this is something i feel you should play around with more. also just exiled Trashed cards, which not all games might have, and so i added that "gained" cards can be exiled if you want that for some reason. Sometimes you wanna store a card or two

old version:
« Last Edit: September 04, 2023, 04:24:33 am by fika monster »
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kru5h

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Re: Weekly Design Contest #197: One Order of Events, Hold the Gains
« Reply #19 on: September 02, 2023, 04:21:53 pm »
+9

Did you know that Mulligan is a type of stew?

Mulligan(v4)
« Last Edit: September 04, 2023, 02:36:51 pm by kru5h »
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Aquila

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Re: Weekly Design Contest #197: One Order of Events, Hold the Gains
« Reply #20 on: September 02, 2023, 05:05:36 pm »
+3

Quote
Cast - Event, $0 cost.
Once per turn: +1 Buy. Choose one: play any number of Silvers and Golds from your hand, then Exile them; or play any number of Silvers and Golds from your Exile, then trash them.
Casting metal objects from a mold. This can change the way Silver and Gold is used, taking them out of constant deck economy (maybe that opening Silver to hit $5 has done its work) for one extra shot on a later turn (maybe that's the plan). I wasn't sure about using Exile, making the likes of Camel Train or WotCamel into +$3s, but decided they were fun balanced combos.
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Aquila

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Re: Weekly Design Contest #197: One Order of Events, Hold the Gains
« Reply #21 on: September 02, 2023, 05:21:19 pm »
+1

Mulligan

If I've drawn 2 cards at start of turn with a Wharf (I didn't play it this turn), is it 7-1 for 6 cards to draw, or standard 5-card hand draw -1 for 4? 1 fewer card makes the former make more sense, but hand draw I only associate with end of turn.
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kru5h

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Re: Weekly Design Contest #197: One Order of Events, Hold the Gains
« Reply #22 on: September 02, 2023, 05:28:47 pm »
0

Mulligan

If I've drawn 2 cards at start of turn with a Wharf (I didn't play it this turn), is it 7-1 for 6 cards to draw, or standard 5-card hand draw -1 for 4? 1 fewer card makes the former make more sense, but hand draw I only associate with end of turn.

You would draw for each card discarded (minus one.) So if you had a Wharf in play, you could draw up to 7, discard 7 with Mulligan, and draw 6.

faust

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Re: Weekly Design Contest #197: One Order of Events, Hold the Gains
« Reply #23 on: September 03, 2023, 02:52:08 am »
+7


Quote
Divination - $2
Event

+1 Buy
At the end of this turn, flip your deck upside down.

FAQ:
- yes, all cards are now face-up. You can always see the top card.
- when you shuffle the next time, the deck will be put back face down again
« Last Edit: September 03, 2023, 02:54:37 am by faust »
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majiponi

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Re: Weekly Design Contest #197: One Order of Events, Hold the Gains
« Reply #24 on: September 03, 2023, 09:44:56 pm »
+4

Mulligan

If I've drawn 2 cards at start of turn with a Wharf (I didn't play it this turn), is it 7-1 for 6 cards to draw, or standard 5-card hand draw -1 for 4? 1 fewer card makes the former make more sense, but hand draw I only associate with end of turn.

You would draw for each card discarded (minus one.) So if you had a Wharf in play, you could draw up to 7, discard 7 with Mulligan, and draw 6.

With Treasure Chest, you can gain all Golds!
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