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Author Topic: Weekly Design Contest #198: No Fear When the End is Near  (Read 3124 times)

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LTaco

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Re: Weekly Design Contest #198: No Fear When the End is Near
« Reply #25 on: September 13, 2023, 10:46:15 am »
+2



Trying to keep with the games original balance.
The kingdom pile comes with 12 copies.

The call timing of this makes the card basically just a +$4 card, which is too strong at $4, even without the bonus.
The wording is unclear about what happens when you call 5 or more "together". There needs to be some safeguard against triggering the Prov/Duchy gain multiple times.
Also, the "together" part is not well defined, since, other than when e.g. discarding multiple cards, you don't call all reserve cards at the same time, but rather one after another.
How do you get $4 with this? On this page Reserve, under "Official Rules" it states "Calling a card does not repeat the abilities on the card above the dividing line; that part only happens when the card is played."  :)
You play it in your Action phase and get the +$2, then at the start of your Buy phase on the same turn you can call it for further +$2. You can play, call and then discard it from play, all in one turn, so +$4 in total each turn.
« Last Edit: September 13, 2023, 10:47:19 am by LTaco »
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segura

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Re: Weekly Design Contest #198: No Fear When the End is Near
« Reply #26 on: September 13, 2023, 11:55:05 am »
0

If anything goes, will a mechanic be allowed?

Quote
Prestige mat
(Picture is a track from 0-15 that a coin token moves along. +1 Prestige is moving the token along once.)
When any player gets 15 Prestige, the game ends at the end of the turn. When scoring, if you have the most Prestige or tied, +1VP per 3VP you have; or second most or tied, +1VP per 5VP you have (round down).
Prestige multiplies the total VP you have, so ideally you get a bit of both to do well. Players compete to get the most Prestige, but to avoid the endless game scenario the end condition has to be there. Sometimes a fast Prestige race might win, other times the classic Province pile-out might. The kingdom will determine...

...and I guess I need to put some sample cards together:
Quote
Painter - Action, $4 cost.
+ $1
+1 Prestige

You may trash this for +1 Prestige.
Quote
Concert - Event, $4 cost.
Take the Baton.
Baton - Artifact
At the start of Clean-up, +1 Prestige.
Quote
Engraver - Action, $3 cost.
Choose one: trash a card from your hand; or +1 Prestige per differently named card you've trashed this turn.
Cards could get more creative than this. If just one card should be selected for judging, rather than the mechanic, I will choose Painter.
Yes, this is totally fine.
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BryGuy

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Re: Weekly Design Contest #198: No Fear When the End is Near
« Reply #27 on: September 13, 2023, 03:01:32 pm »
0

Quote
Golden City
$6 Action
+2 Cards
+2 Actions

Discard a card.
If you have an odd count of Golden City in play, gain a Gold and take <1>Debt; otherwise trash a Silver from the Supply.
-
In games using this, the Gold pile counts as two piles for the game ending condition.
Using this depletes either Gold or Silver leading to the potential end of the game. :)
« Last Edit: September 13, 2023, 03:05:58 pm by BryGuy »
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AJL828

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Re: Weekly Design Contest #198: No Fear When the End is Near
« Reply #28 on: September 13, 2023, 08:14:09 pm »
+6



Valley
$6 - Victory

4 VP
-
Setup: Add an extra Victory Kingdom card pile. In games using this, at the start of Clean-up, you may reveal 5 differently named Victory cards from your hand to immediately end the game.

FAQ: If the extra Victory card selected is Vineyard, include Potions in the Supply (probably obvious, but just for clarification).
A Victory card that can allow you to get the jump on your opponents by ending the game early, as well as adding an extra one to ensure its condition is always possible. Since you can't reveal Victory cards you just bought, your opponents will usually have at least a little bit of warning before you end the game. Much like 3 pile endings, you'll have to carefully track your opponents deck and its gaining capacities, except for the fact that you'll instead consider if they can gain all the necessary Victory cards and be able to draw them.
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fika monster

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Re: Weekly Design Contest #198: No Fear When the End is Near
« Reply #29 on: September 14, 2023, 04:44:07 am »
0

If anything goes, will a mechanic be allowed?

Quote
Prestige mat
(Picture is a track from 0-15 that a coin token moves along. +1 Prestige is moving the token along once.)
When any player gets 15 Prestige, the game ends at the end of the turn. When scoring, if you have the most Prestige or tied, +1VP per 3VP you have; or second most or tied, +1VP per 5VP you have (round down).
Prestige multiplies the total VP you have, so ideally you get a bit of both to do well. Players compete to get the most Prestige, but to avoid the endless game scenario the end condition has to be there. Sometimes a fast Prestige race might win, other times the classic Province pile-out might. The kingdom will determine...

...and I guess I need to put some sample cards together:
Quote
Painter - Action, $4 cost.
+ $1
+1 Prestige

You may trash this for +1 Prestige.
Quote
Concert - Event, $4 cost.
Take the Baton.
Baton - Artifact
At the start of Clean-up, +1 Prestige.
Quote
Engraver - Action, $3 cost.
Choose one: trash a card from your hand; or +1 Prestige per differently named card you've trashed this turn.
Cards could get more creative than this. If just one card should be selected for judging, rather than the mechanic, I will choose Painter.

I really like the prestige idea here

Might use it for a future contest or something if you dont mind
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fika monster

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Re: Weekly Design Contest #198: No Fear When the End is Near
« Reply #30 on: September 14, 2023, 12:36:16 pm »
0

A garbage collector Traveller line: Centered around trashing, and interactions upon gaining.











If you set things up correctly, you might be able to win the game in an alternate way with the Garbage Lord!! But that requires gaining A LOT of things from the trash. If you gain a province and gold, then you also need 3-4 more expensive cards to win that way

updated some cards, but mostly just formatting fixing.
Machinator is the most changed one, and is now a trash for benefit command card essentially. Didnt think command was neccessary to put on it though, as its like necromancer
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Violet CLM

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Re: Weekly Design Contest #198: No Fear When the End is Near
« Reply #31 on: September 15, 2023, 09:36:42 pm »
+3

Way of the Whale
+100 Cards
+1 Action
At the end of your turn, if no game-ending conditions have been met, you lose the game.
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BryGuy

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Re: Weekly Design Contest #198: No Fear When the End is Near
« Reply #32 on: September 15, 2023, 11:35:35 pm »
0

I had several versions of this, but I've narrowed it down to two:
Anyone want to help me choose which of these is better?

Quote
Door to the Land of the Dead
$4 - Event
Once per turn, choose one: Trash a Province from your hand for +7 VP; or trash a Duchy from your hand for +1 VP and, if there is at least one Province in the trash, end the game.
(Should I cut the "once per turn" part?)

Quote
Door to the Land of the Dead
$4 - Event
Once per turn, choose one: Trash a Province from your hand for +7 VP, or gain a Province from the trash and take <6> debt.
-
In games using this, if a turn ends with at least 3 Provinces in the trash, end the game.

I prefer the second one, but i'd just have the Province cost $1 less in the trash. Debt is too easy for anyone to take and reducing by 2 is already generous. Since there are often times when you have $7 without anything costing $7. It would be nice to occasionally have a Province to gain as an option.

You're leaving out the cost of the event. With this event, gaining a Province from the trash is essentially $4 + <6>debt.

You are correct, i neglected the event's cost. I still prefer the second one, but i'd just have the Province provide 6VP at most since removing from your deck is already a benefit and more so the sooner you do it. Since the event cost $4, i'd have the debt taken as 5. Are you going to make a choice soon?
« Last Edit: September 15, 2023, 11:36:39 pm by BryGuy »
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LibraryAdventurer

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Re: Weekly Design Contest #198: No Fear When the End is Near
« Reply #33 on: September 15, 2023, 11:56:10 pm »
0

You are correct, i neglected the event's cost. I still prefer the second one, but i'd just have the Province provide 6VP at most since removing from your deck is already a benefit and more so the sooner you do it. Since the event cost $4, i'd have the debt taken as 5. Are you going to make a choice soon?
Oh yeah I need to make a decision between them before the contest closes. I'll go with the second one then. (I'll edit my OP to make it clear.)

segura

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Re: Weekly Design Contest #198: No Fear When the End is Near
« Reply #34 on: September 18, 2023, 06:33:24 am »
0

Guess I am gonna judge im about 10h or so. If you still have ideas, feel free to post them. I will refresh the browser before I post the judgement, so last minutes ideas are fine.
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SignError

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Re: Weekly Design Contest #198: No Fear When the End is Near
« Reply #35 on: September 18, 2023, 11:21:22 am »
+4

Disjointed City
$5 - Action Looter

+1 Card
+1 Action

Play each differently named Ruins from the Supply, leaving them there.
-
In games using this, when a non-Ruins Supply pile empties, put a Ruins from the Ruins pile in that pile.

Good if Ruined Library is on top, but invest too heavily in it, and an opponent can turn your Labs into, say, expensive Market Squares.  Once a pile empties, the Disjointed City might get an additional effect.  Except the piles don’t actually empty, meaning that the game can’t end until the Ruins pile is empty.
« Last Edit: September 18, 2023, 11:27:46 am by SignError »
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JW

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Re: Weekly Design Contest #198: No Fear When the End is Near
« Reply #36 on: September 18, 2023, 04:43:02 pm »
0

Disjointed City
$5 - Action Looter

+1 Card
+1 Action

Play each differently named Ruins from the Supply, leaving them there.
-
In games using this, when a non-Ruins Supply pile empties, put a Ruins from the Ruins pile in that pile.

I'd suggest adding "non-Province" to the pile-emptying condition to keep games from going on too long.
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segura

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Re: Weekly Design Contest #198: No Fear When the End is Near
« Reply #37 on: September 18, 2023, 05:25:40 pm »
+1

Shortcut by krush
This likely makes money more viable with the basic non-mirror-anti-engine strategy being: get an early Province while the other dudes are still building up, then trigger Shortcut knowing that they cannot hit $8.
So while this looks simple and straightforward on the surface there is more depth as it leads to a nice meta.
6/10


Crowded Village by NoMoreFun
I most like that this is a $3 and not a $4 Village variant. In a 2P game this is fine, when there is an even split and the players are able to draw their entire deck they can trigger the game end whenever they like.
I dislike that this scales badly and is basically just Village in 3P.
5/10


Circus Maximus by LTaco
I don't get this. You need a lot of turns with several shuffles which is only possible in a draw engine with discarding. Even then, it seems unlikely that the extra shuffles compensate for the non-shuffle turns.
1/10


Eye for an Eye by grep
Man, this is cool on so many levels. Compensates against Cursers, keeps whoever got lucky and got a Curser early in check and last but not least there is the Ambassador-like (there is no to-and-fro thou) minigame. Like with Ambassador it could situationally make sense to buy a Curse just in order to spread it around.
8/10


Federation by Will(ow|iam)
This leads to a horrible endgame slog as you always want to get Provinces, then Estates (more Coin-VP efficient) and then Duchies. In all games. No three piles anymore or whatever, just Provinces-Estates-Duchies in all games. Nah.
0/10


Lost Empire by JW
There is no price so I guess it is supposed to cost $8 like Enclave. Obviously a monster splitter is better in an engine than the Golds from Enclave. But precisely because they are monster splitters the marginal benefit of each extra monster splitter is small, so you have no incentive to empty the pile and there is an anti-synergy with the "counts as two piles" thingy.
4/10


Great Library & Lost Book by Ethan

Except for not scaling well in multiplayer this minigame is really cool.
7/10


Traveller line by fika monster
Little Picker is fine, weakish $2 as starting point.
Collector is easily my favourite here. Vanilla-wise it is a Worker's Village with the Flagship-like can-trigger-later aspect. The type thing is kinda weird though (you know that Travllers above the $2 are exchanged into and not gained, right?)
Marked has been described as overpowered by other posters but you might very well have to trash good stuff which is probably the idea here, to kick start Garbage Lord.
I assume that Machinator works not as written but with the extra play you described. Trash + TR/KC from discard is pretty wild and totally OK for the $5 in a Traveller line
You made a wise decision to give Garbage Lord decent vanillas. The Coin treshold has to be large enough to not make Garbage Lord too centralizing but $30 seems excessive. Unless there is TfB like Remodel (Golds) or Forge/Salvager (Provinces) I don't see how expensive stuff lands in the trash. If Marked makes you trash good stuff, you want to trash Silvers or whatever.
Then again you can set up a megaturn in which you use Marked and Machinator to get expensive stuff into the trash in this very last turn.

I gotta be honest: I am not the hugest fan of this idea and somehow not totally convinced but man, this is incredibly hard to judge and the idea is very creative.
9/10


Check by Augie
Simple and good. I did not expect to see a decent extra turn concept but this is a fine middlegame Event for building up.
7/10

Door to the Land of the Dead by LibraryAdventurer
So this converts 2 buys and 8C+6D into 7VPs. One extra VP relative to Province+Lab with a similar cost. But whereas the latter empties two piles, this does not.
2/10


Reserve Army by Roving Bear
This is too good. The vanillas are fine and e.g. better than Merchant Ship (which says little given how weak Merchant Ship is).
Play-wise we know from Search that it is not that horrible to play one-shot terminal Silvers.
Then this gives you great endgame control and does not work well in multiplayer.
3/10


Prestige by Aquilla
This is brilliant. Majority for VPs is not novel but combined with a mandatory endgame trigger this converts a straightforward majority mechanic into something sublime.
The numbers might need some work though. With 24VPs as a benchmark from an even Province split, Prestige only creates a VP delta of 4. That it likely not enough.
10/10


Golden City by BryGuy
Vanilla-wise it is Fugitive+Village so a $4.5-$5.
The most obvious sin is that this an engine card that self-junks you with yellow.
Then there the pile thingy which is unlikely to even do something (the card won't see 30 plays).
0/10


Valley by AJL828
This feels like it hits a sweet spot concerning how easy/difficult it is to trigger the alt game ending condition.
I also like the engine synergy. You want to play an engine more with more green in the Kingdom and the engine makes it more likely that you draw 5 different Green.
9/10


Disjointed City by SignError
This is such a great City variant but it is marred by the endgame slog. So with some slight rework this could become a fantastic card.
5/10


Runner-Up: The funky Traveller line by fika monster which wants to kill the expensive stuff, Aquila's Prestige concept with some possible implementations that makes you want to invent a zillion cards with this mechanic and AJL8282's Valley that is much more than vanilla 4VP for $6 green.

Winner: Prestige by Aquila
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Ethan

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Re: Weekly Design Contest #198: No Fear When the End is Near
« Reply #38 on: September 19, 2023, 12:01:45 am »
+2

An interesting contest. When I considered board game with several different game-ending conditions, I first recovered 7 Wonders Duel and Love Letter. I think the latter one could be adapted as a travel-line, somehow ending game when someone discard the Princess. Well, we also have Race for the galaxy and many thing else.
Great Library & Lost Book by Ethan
Except for not scaling well in multiplayer this minigame is really cool.
7/10
:-\ That's the problem since it was inspired by a duel game. Maybe the vp of Lost Book could be scaled by player numbers, in order to influence the game even when the minigame is hard to achieve.
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Aquila

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Re: Weekly Design Contest #198: No Fear When the End is Near
« Reply #39 on: September 19, 2023, 12:01:07 pm »
0

Thanks for the contest and the win. It was a good topic!

One away from the bicentenary; I will try to make it interesting.
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fika monster

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Re: Weekly Design Contest #198: No Fear When the End is Near
« Reply #40 on: September 20, 2023, 02:15:12 pm »
0

Nice judging!

Yeah i felt like  collectors card text was very weird and funky, and thats because i completely forgot that traveller cards are EXCHANGED INTO and “gained” effects dont trigger with excange. If i had remembered it i would have written the card way simpler

Machinator is kind of a written mess but you understood the intent there.

Garbage lords 30$ cap was originally intended to be “10 differently named cards”. When i sorta playtested the card i had a game with platinums and colonies that tilted the numbers.

If i would rewrite the garbage lord card now i would make it “when you gain 20$ worth of cards or more, gain as much VP as the combined cost and immideatly end the game”

That would make the card less “win game” and more “alternate win condition” cause 20VP or more is quire a lot
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