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Author Topic: Weekly Design Contest #213: GREEN  (Read 2596 times)

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Augie279

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Re: Weekly Design Contest #213: GREEN
« Reply #25 on: March 16, 2024, 03:35:58 pm »
+4



Plains
Victory - $4
1 VP
-
When you gain this, gain a non-Victory card costing up to $6.


Banquet's a fun card! Shame it sucks. More versatility than Skulk, but at the cost of being more useless in your deck. If you plan on trashing the Plains, though, that's probably not gonna matter, and you get to choose any card costing up to $6 rather than just being stuck with Gold! After all, once you've built something, the land underneath doesn't need to stay in pristine condition, right?
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silverspawn

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Re: Weekly Design Contest #213: GREEN
« Reply #26 on: March 16, 2024, 04:03:33 pm »
+7

Combos with Border Village!

Augie279

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Re: Weekly Design Contest #213: GREEN
« Reply #27 on: March 16, 2024, 11:04:23 pm »
0

Combos with Border Village!

Did not realize that, but if you're willing to bloat your deck with 8 Villages and 8 Estates, then sure, go for it. Eight stop cards is a lot after all.
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anordinaryman

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Re: Weekly Design Contest #213: GREEN
« Reply #28 on: March 16, 2024, 11:35:56 pm »
+3

Combos with Border Village!

Did not realize that, but if you're willing to bloat your deck with 8 Villages and 8 Estates, then sure, go for it. Eight stop cards is a lot after all.

It’s more kind of scary that if you can empty one pile on your turn and then have $4 leftover,
you just win — nearly  insta-empty the final two piles and get 8VP (in a two player game). most times at least two border villages will be gone already.

If you want to design around this, you could say “gain a card costing up $6 you have not gained this turn”

However, I personally just think that it’s fine to leave that killer combo in and keep current phrasing — even if it’s a dominant combo, it would result in fairly quick games so you can just play another game without the combo. I like the card as is.
« Last Edit: March 17, 2024, 01:16:06 am by anordinaryman »
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Holger

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Re: Weekly Design Contest #213: GREEN
« Reply #29 on: March 17, 2024, 04:34:41 am »
+3

Combos with Border Village!

Did not realize that, but if you're willing to bloat your deck with 8 Villages and 8 Estates, then sure, go for it. Eight stop cards is a lot after all.

It’s more kind of scary that if you can empty one pile on your turn and then have $4 leftover,
you just win — nearly  insta-empty the final two piles and get 8VP (in a two player game). most times at least two border villages will be gone already.

If you want to design around this, you could say “gain a card costing up $6 you have not gained this turn”

However, I personally just think that it’s fine to leave that killer combo in and keep current phrasing — even if it’s a dominant combo, it would result in fairly quick games so you can just play another game without the combo. I like the card as is.

This combo only ends the game if the number of BV's left is exactly equal or exactly one less than the number of Plains. So even with both cards in the kingdom, it will only occasionally work.
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Re: Weekly Design Contest #213: GREEN
« Reply #30 on: March 17, 2024, 11:26:33 am »
+8

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4est

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Re: Weekly Design Contest #213: GREEN
« Reply #31 on: March 17, 2024, 02:01:08 pm »
+8



These Woods are much deeper than you thought...

In games with Woods, VP cards come with extra VP! But at a cost. If you're lucky, you can at least get some of them out of your deck.

The Woods pile has 20 cards, regardless of number of players.
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silverspawn

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Re: Weekly Design Contest #213: GREEN
« Reply #32 on: March 17, 2024, 05:05:28 pm »
0

Very nice idea! Wouldn't it be more interesting w/o the Exile though?

segura

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Re: Weekly Design Contest #213: GREEN
« Reply #33 on: March 17, 2024, 06:37:44 pm »
0

That would lead to potentially unpleasant slogs in some Kingdoms.
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Re: Weekly Design Contest #213: GREEN
« Reply #34 on: March 17, 2024, 07:32:06 pm »
+5

<woods>
In games using this, at any time you may reveal a hand of all Woods to take Lost in the Woods.

czzzz

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Re: Weekly Design Contest #213: GREEN
« Reply #35 on: March 17, 2024, 08:37:43 pm »
+1


Quote
Attic $3 Victory
Worth 2 VP if you have more Silvers than other Treasures totaled.
---
When you gain this in your Buy phase, Exile a card you have in play and a copy of it from the Supply.
Whereas Feodum scales with Silvers and wants you to get as many as you can, Attic is flat VP and just cares about the ratio: you could have 3 Loots and 2 Platina and still get Attic's VP as long as you have 6 Silvers (and no other Treasures).

The bottom is pretty flexible; you can use it and keep junk out, or use it and get a card back with a free extra copy.
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grumpo

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Re: Weekly Design Contest #213: GREEN
« Reply #36 on: March 18, 2024, 12:11:28 pm »
+4

Second Draft

Victory - $3

Worth 1% per 10 cards in the Trash (round down).
-
When you trash this card, the card that trashes it treats its cost as $6. Then, each other player gains a copy of this card.

First Draft


Paradise
Victory - $4

Worth 1% per 10 cards in the Trash (round down).
-
When you trash this card, each other player gains a copy of it.

Design Notes
Hello everyone! This is my first time on this forum, first time joining this weekly design contest - I've been combing through a lot of the past stuff and want to say how delightful it is to see the great ideas you all have to share.

For this card, I wanted to create a Garden variant that scaled off of something which I don't think has been scaled off of before (but I'm sure somebody else has had some parallel thinking somewhere in this forum, so please let me know if this has been done). I love trashers in general, and as a former-atheist-turned-curious-agnostic it always amuses me when trashers have a religious flavor to them. Hence, Paradise.

The on-trash effect is something that tickles my brain and makes me want to bring this card to table, I like that it encourages some people to accumulate Paradises and go trashing heavy and some people to essentially use the card as a junker, but I would love some feedback on if you all see any concerns with that, or if the point-scaling/price should be adjusted. I'm thinking the ratio of points to cards in trash needs to be tweaked.

Second Draft: Revised after segura's feedback below to lower the cost and improve attractiveness as an engine piece for TfB strategies. Not sure how to address the valuable point they made about how this scales with player count, still chewing on that.
« Last Edit: March 18, 2024, 04:02:06 pm by grumpo »
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fika monster

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Re: Weekly Design Contest #213: GREEN
« Reply #37 on: March 18, 2024, 01:03:47 pm »
+1

https://imgur.com/a/xJLiYHE

Paradise
Victory - $4

You need to press the button under the “I” symbol and generate this text:
””
Enter the imgur link in the middle of it.
Then, write “width=350” in the left img part
« Last Edit: March 18, 2024, 01:06:12 pm by fika monster »
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grumpo

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Re: Weekly Design Contest #213: GREEN
« Reply #38 on: March 18, 2024, 03:23:28 pm »
0

You need to press the button under the “I” symbol and generate this text:
””
Enter the imgur link in the middle of it.
Then, write “width=350” in the left img part

Thank you! This was helpful and it looks to be fixed now.
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segura

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Re: Weekly Design Contest #213: GREEN
« Reply #39 on: March 18, 2024, 03:37:36 pm »
+1

I like the idea a lot but it does not scale well with player count and the below the line stuff seems a bit too weak to go for TfB combos. Fortress stays in your deck and does something on play and is nice with e.g. Salvager but not crazy. Would I waste a $4 gain on a one-shot that I want to Remodel or Salvage or whatever? And if there are worthwhile TfB combos, well, the my opponent has also access to them and we got bootstrapping issues, nobody has an incentive to start the minigame.
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grumpo

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Re: Weekly Design Contest #213: GREEN
« Reply #40 on: March 18, 2024, 04:03:45 pm »
0

I like the idea a lot but it does not scale well with player count and the below the line stuff seems a bit too weak to go for TfB combos. Fortress stays in your deck and does something on play and is nice with e.g. Salvager but not crazy. Would I waste a $4 gain on a one-shot that I want to Remodel or Salvage or whatever? And if there are worthwhile TfB combos, well, the my opponent has also access to them and we got bootstrapping issues, nobody has an incentive to start the minigame.

This is very helpful feedback! Agreed on the player count issue and making this something players would actually want to gain if they're planning on trashing it in the first place. I tried taking a shot at revising the design, thanks for your thoughts.
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grep

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Re: Weekly Design Contest #213: GREEN
« Reply #41 on: March 18, 2024, 11:31:50 pm »
+5



Abbey
$6 - Victory
3VP
-
When you gain this, Exile your hand.

ref
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fika monster

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Re: Weekly Design Contest #213: GREEN
« Reply #42 on: March 19, 2024, 03:51:25 am »
0

Submissions close in approximately 24 hours
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fika monster

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Re: Weekly Design Contest #213: GREEN
« Reply #43 on: March 19, 2024, 04:31:07 am »
+2

I will do a first round of judgement tommorrow, where i pick my favorite cards, and then later this week i want to do a "kingdom review" of the finalists, where i randomly generate 3 kingdoms with 9 kingdom cards, and judge each finalist on how it contributes and affects the game in that kingdom.
1 kingdom will be without any other green cards.
1 kingdom will have one other green cards.
1 Kingdom will be maximally different from the other two.

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silverspawn

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Re: Weekly Design Contest #213: GREEN
« Reply #44 on: March 19, 2024, 07:21:36 am »
+2

fika monster

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Re: Weekly Design Contest #213: GREEN
« Reply #45 on: March 20, 2024, 04:24:54 am »
+8

SUBMISSIONS ARE CLOSED

i will try to get the first judgements today. i might not be able to do a fancy kingdom analysis, because my moms funeral is the 22nd march. She passed away from terminal cancer.
I still want to judge all your cards because this is a good hobby for me. Ifi can't due to grief, i will ask someone else to judge.
im sorry if im being way to personal here.
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Tiago

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Re: Weekly Design Contest #213: GREEN
« Reply #46 on: March 20, 2024, 10:06:30 am »
+4

I'm really sorry about your mom.
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fika monster

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Re: Weekly Design Contest #213: GREEN
« Reply #47 on: March 21, 2024, 04:55:49 am »
+2

working on making the judgements good. I wont be able to make a proper "kingdom analysis" judgement with the finalists.

It might be that im just unable to post something good. In that case i will just write the victor here
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fika monster

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Re: Weekly Design Contest #213: GREEN
« Reply #48 on: March 21, 2024, 09:23:26 am »
+5

THE JUDGEMENT IS HERE

District
Action - Victory - Duration, $4

Discard a card. At the start of your next turn, +2 Cards.
-
Worth 1% per 3 Action cards with +Card amounts in their text you have.


An interesting attempt to enable victory points from a specific vanilla action. For me it compares poorly to an existing Victory card, vineyard:
“Vineyard. Victory card, Costs 1 potion.
Worth 1 vp per 3 action cards you have (round down)”

I feel that the VP worth is too variable, and that if you ever have vineyard on the board that i would go for that instead.

My suggested changes:
make the card be worth 1 VP for each 3 instances of +1 card draw you have.
This would change its flavor and make it different enough from vineyard. This runs the risk of making it dominant on some boards, but feudom sorta already have that. It would make it very volatile in its potential value, but i kinda like that. would make it a unique victory card.

Fun factor: low
Theme: low
Balance: too weak
Score: 2/5


___________

Quote
Exclave - $5
Victory

Worth 2 VP per card on your Exclave mat that another player has more copies of than you.
-
When you gain this, gain an Action or Treasure onto your Exclave mat.
A victory cardwith an unique minigame.
My immediate thought looking at it is that i wish you would move an action or treasure you have in play unto your exclave mat. As is, Exclave mostly feels like keeping track of whatever cards the other player already has on their mat, and feels a bit uninteresting to me.
If you moved a card in play to the exclave mat, then you would need to on one hand decide whether you want to thin out bad cards like coppers, or want to move valuable cards that you might want to keep in your deck as a way to get much more VP.
This would also create a very unique interaction with some split piles, ruins and Loot.
Still, the minigame as currently is seems decently fun. And i like the theme.

Fun factor: medium
Theme: high
Balance: good
Score: 3.5/5


___________
:)
Quote
White Tree / Night Tree • Randomizer
This pile starts with as many copies of each card as players, but minimum three and maximum five. All copies of White Tree are are on top.
:)
Quote
White Tree • $4 • Action - Victory
+1 Card
+2 Actions

You may discard a Treasure for +1 Buy and +$1.
-
If a Supply pile, except Province, is empty, Worth 1VP.
:)
Quote
Night Tree • $5 • Action - Victory
+3 Cards
Discard a card and if it was an …
Action, +1 Action and +1 Card;
Victory, +1 Card.
-
Worth 1VP per empty Supply pile.
:)
[/font][/size][/color]
:)
[/quote]

A complete action victory split pile, which is something we havnt seen really. That is a bit exciting to me on it’s own.
White tree seems like a decent Village variant, if a bit stronger then the usual 4$ Village.
Night tree is easily my favorite here: A smithy/moat that can become a lab or a proper smithy. And if you discard white tree, then you get a cool effect.
i think, my math is pretty off today.
I like its VP criteria more then white tree, and given that the card is pretty strong, the low VP is good in my eye.
Fun factor: Good
Theme: Confusing, i dont understand it
Balance: Good
Score: 4/5


___________


Quote
Estuary | Victory | $4
2
-
When you gain this, set aside the top 2 cards of your deck. At the start of your next turn, put them in your hand.

One of my favorite cards from this contest, estuary is expedition put into a decent way to score VP. Its priced just right, and the way that you set aside card is very interesting. It interacts well with many types of cards and events. You could search and control your deck and then gain this as a way to “temporarly exile” bad cards or to get vital cards for next turn. Gainers can become a sort of +2 cards. And cards like shepherd would love this.
My only nitpick is whether when you gain this, you first gain this and THEN set aside the top 2 cards of your deck, or you set aside them first.

Well done

Fun factor: High
Theme: Great
Balance: great
Score: 5/5

FINALIST


___________
Haunted Manor
- Action Victory
+2 Cards and +2 Actions. Discard a Card.
---
1
In games using this, when any player gains a Victory card during their Buy phase, they put their hand onto their deck in any order.
An Inn/Lab variant of sorts.  Haunted woods is one of my more liked attacks in how it changes up games, and thus the below-line effect of this card is very interesting to me. The more irritating of haunted woods is less severe because of Haunted manors sifting ability. Keeping the effect to only the buy phase is probably a good decision.
And the fact that the effect is always active in the buy phase means that sometimes i will want to buy an estate or mill or something even when the game isn’t eneding, just so i can set up the perfect next turn.
Well done.

Fun factor:High
Theme:Great
Balance:Great
Score:5/5

Finalist



___________




Quote
Bamboo Forest (Action - Victory, $5)
Discard any number of Action cards from your hand. +$1 and +1 Villager per card discarded.
-
Worth 1% per 2 Action cards in your deck that have no +Action or +Villager amounts in their text (rounded down).
This card seems competently made and like it should be fun, but it just doesnt vibe with me for some reason.
The VP aspect is pretty unique, and its Action ability is good.
But i can’t explain why i don’t like it that much.
The only thing i can pin down is that the theme feels off: Bamboo forest as a name works for an Treasure-Victory card, but not for an Action-Victory card.

Fun factor: good
Theme:Medium
Balance:Good
Score:3.5
Fun factor:



________________________________
Note: my energy started to be very uneven at this point, and some of these judgements will be too brief and others more elaborated. im sorry if this is unfair

_________________________________
Forsaken Lands
Victory - $4
Worth 5VP if you have at least as many Curses as Forsaken Lands. Otherwise, worth 2VP.

Somewhat interesting and a way to shake up curse games.
This makes some attack cards very awkward though. which isnt necessarily bad, some games with charlatan makes it a bad idea to give your opponents any curses.
With the absence of cursers its hard to make this have an impact though.
I feel that it being worth 2Vp is just too good given its condition.
Ways to counteract this might be to make this an action card that gives you a curse (or otherwise coppers) and +1 Action +2 Cards.
And have it have 0 VP if the curse count isnt higher then forsaken lands. this might break the card though.
overall, it just doesnt seem that fun to me.

Fun factor:2/5
Theme: Good
Balance: ?
Score: 2.5/5


___________
Factory of Mass Production
Night/Victory 6$

Gain cards costing up to 4$ equal to the ammount of cards costing 5$ or more you gained this turn.
Worth 1 Per 4 Cards in your deck costing 4 or less.
My brain is a bit off rn but the wording of this confuses me. I think the second part “equal to the amounts of cards costing 5$ or more you gained this turn” works similarly to a card like treasure hunter? where you gain a silver for each card that was gained on the previous persons turn.
If so, thats interesting and i like it. But the wording can be improved.
The night element of this is cool, as we dont have a night victory card. The name of it is a bit weird.
The Vp part isnt as interesting as the rest of the card imo. It feels too similar to gardens.
This suggestion might be not the best, but maybe make it be “This card is worth 1Vp for each different $ card you have (not counting factory of mass production” (my intention there is to encourage cost variety. so if you have 1 0 Cost card and 2 2$ cards, then Factory of mass production would be worth 2 VP

Anyhow, this card has a lot of potential!
Fun factor:4/5
Theme:good
Balance:Good?
Score:3.5/ 5


___________
Depository - Victory -
Quote
Worth 1 per 4 Treasures you have (round down).
When you gain or trash this, +2 Buys.
Cache but as a victory card. This one falls a bit flat for me, as The VP part is very specific for treasures and a worse gardens. The +Buy part is cool.
I think this might benefit from being a Treasure-Victory card, and modifying its effects.
1 vp for for 3 Treasure cards might be better.
Personally, i would prefer seeing marchlands on the board as its on buy is more interesting then this. Sorry for the harshness.

Fun factor: 2/5
Theme: 4/5
Balance:?
Score: 2/5


___________
Quote
Rubber Duchy
$4 - Victory
2VP.
-
When you trash this, discard it for +1 VP.
Cards that can't really be trashed are fun.

Quote
Rubber Duke
$4 - Victory - Reaction
2VP if you have at least 2 Rubber Duchies (Otherwise, worth 0VP).
-
When you discard a Rubber Duchy either from your hand or by trashing it, you may discard this for +2 Cards.
Setup: Replace the Duchies with Rubber Duchies.
replacing the duchys with alternative oness is interesting. But the “when you trash this, discard it for +1VP” seems to me to encourage dragging the game out.
Rubber dukes react is interesting and i like it.
Fun factor:good
Theme:good-ish? rubber doesnt fit dominion imo
Balance: potentially too strong
Score:3/5


___________


Plains
Victory - $4
1 VP
-
When you gain this, gain a non-Victory card costing up to $6.

Simple and seems fun. You clog your deck with a weak vp card in exchange for a better card. Openings with this would be very varied. And many 6 cost cards would be immediately available with this card on the field, which i like.
The fact that there are a limited amount of these also limits the gaining bonkerness.
as a side note: yes this combos in a crazy way with border village, but those combos can be very fun. and the game wouldnt be dragged out with that on the table, so its actually a plus in my book.
Only complaint is that the theme feels a bit off to me, i dont see how a plain would gain you other cards.
Fun factor:5
Theme:mid
Balance: Good
Score:4.5

Finalist


___________

This seems like a competently made card, and in a way its very similar to a curse.
But it just seems to break the spirit of dominion to me. In a multiplayer game, this would be political, and i also just never liked embassys “each othe player gains a silver effect”.
So i might be biased, but this just isn’t something i would want to play with.
It isn’t badly balanced or anything like that.
Fun factor: 2/ 5
Theme: Great
Balance: good
Score: 2 /5


____________


Note: The Woods pile has 20 cards, regardless of number of players.
This one makes me excited when i see it. It can be a decent amount of VP on its own, and obviously it clogs the deck. But its ability to self exile is cool, and can mean that sometimes you can gain a not completely optimal victory card without clogging your deck further, gaining you vp.
This makes many kingdom victory cards feel different. Those mills might not be as attractive anymore. but maybe you want to get a farm since you already have a woods in your hand, and it better then getting a gold?
This just makes games very varied.
i like it.
Fun factor: High
Theme: Great
Balance: great
Score:5 / 5


___________

Quote
Attic $3 Victory
Worth 2 VP if you have more Silvers than other Treasures totaled.
---
When you gain this in your Buy phase, Exile a card you have in play and a copy of it from the Supply.
Seems in a way interesting, but also i might just prefer to have feudom in the kingdom.
its “when gained in buy phase” is the interesting part, and makes it behave in a similar way to camel train.
Only question is how it interacts with duration cards: maybe make it not be able to exile those?

Fun factor:3.5
Theme:good
Balance:good
Score: 3.5


___________
Second Draft

Victory - $3

Worth 1% per 10 cards in the Trash (round down).
-
When you trash this card, the card that trashes it treats its cost as $6. Then, each other player gains a copy of this card.
The Vp aspect just feels kinda weird with how it treats the trashmat, and you have no way to know if this can do something cause there might not be trash on this kingdom.
Tomb has a similar problem but it doesnt take up space, and its more immediate.
the bottom bit feels weird to me.
Apologies for being so harsh here. Please continue to make more cards and experiment. Even donald, Dominions maker, has made plenty of bad cards (and some that are on my ban lists.)
Fun factor:1
Theme: ?
Balance: ok
Score: 1 /5


___________


Abbey
$6 - Victory
3VP
-
When you gain this, Exile your hand.

ref
Banish as a duchy! I dunno what else to say, seems decently fun. If a bit too dominating in its bottom text part.
Fun factor:4-5
Theme:5-5
Balance:too good maybe
Score:4 /5


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Quote
Monkstead -- Action/Victory -- 5$

Trash a card from your hand.
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Worth 7VP if you have exactly 7 Victory cards in your deck (otherwise worth 0VP).
This is a neat one! Monkstead can be  better then provinces, but only if you have a very specific amount of victory cards. The action part of the card compliments its VP condition well, as if you wernt able to get rid of estates, this would just be so weak.
Most Victory cards wants you to have as many as possible for the VP effect, but this one feels very different because of its condition. I like the little conflict.
7 VP if there are 7 Victory cards in deck also just feels nice in multiple ways: It matches other “lucky” cards like leprechaun.
Doing some math, having 7 Monksteads gives you 49VP, while having 8 provinces gives you 48 vp. But since you can keep 3 estates with the provinces, the province person wins out.
So one has to do fairly exact planning to make this card work.
This is very much a card i would like to see in dominion.

Fun factor:5 /5
Theme: Great
Balance: great
Score: 5

finalist

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FINALISTS
  • Estuary by anordinaryman
  • plains by Augie279
  • Monkstead by silverspawn
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WINNER: Estuary by anordinaryman
Runner up: Monkstead by silverspawn
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Ethan

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Re: Weekly Design Contest #213: GREEN
« Reply #49 on: March 21, 2024, 09:53:54 am »
+3

Good judgement.
My only nitpick is whether when you gain this, you first gain this and THEN set aside the top 2 cards of your deck, or you set aside them first.
I think it's the former way according to the when-gain rule?
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