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!