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Author Topic: Fan Card Mechanics Week 92: Time To Cool Down!  (Read 461 times)

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Zoyarox

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Fan Card Mechanics Week 92: Time To Cool Down!
« on: May 20, 2024, 10:37:38 am »
+1

For this contest, we will revisit Gazbag's Ice Token mechanic!

- Instructions can have you set aside a card with tokens on it, using a wording like "freeze [this] with # Ice Tokens"; e.g. "Freeze the top card of your deck with 2 Ice Tokens."
- At the start of your turn, remove 1 Ice Token from each card you own that is frozen with Ice tokens on it.
- Once the last token is removed, the card is put into the players discard pile immediately.


For examples of cards using the mechanic, refer to FCMW 9's post or Gazbag's Fan Expansion Dominion: Ice Age.


The Dominion: Ice Age post was created more than 7 years ago. Since then a lot has happened in Dominion: We've got new expansions, new mechanics, and second edition of cards. We have night cards, next time-effects, Traits, Loots, Rewards, Allies, ... you name it!

What cold magic can Ice Tokens work in these new use cases? Thus this week's challenge:

Design any form of card that uses the Ice Token mechanic and fits into the world of "modern Dominion", ideally using any newer mechanic or effects.


Reminder of expansions since 2017:
  • Nocturne
  • Renaissance
  • Menagerie
  • Allies
  • Plunder
  • Guilds 2E
  • Cornucopia 2E
  • Prosperity 2E
  • Seaside 2E
  • Hinterlands 2E

Rules & Suggestions
- At least one card in your submission must include the Ice Token mechanic.
- Your submission can consist of multiple cards (Horses, non-supply-cards of your own creation, rotating split piles etc. pp.)
- Your submission must include an image of the card(s), at least a mock-up. I prefer to have something visual along the cards name and theme (and of course to see how the text fits on the card).
- Think of the vibe, images, themes (like seafaring, reactions, cold), mechanics (like next time, Loot, Night phase) and other effects introduced with in recent cards.


Submission Info & Judgment Criteria
- Ingenuity in the use of Ice Tokens and recent themes and instructions, fun, balance and versatility; in that order.
- The contest will end in roughly 7 days, I will post a 24h warning.
- If you want to submit a different card, please do so in a new post and mark your old one accordingly, so I know which one to judge.


I hope this challenge will help you cool down during these hot days.  :)
« Last Edit: May 22, 2024, 09:19:37 am by Zoyarox »
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Tiago

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Re: Fan Card Mechanics Week 92: Time To Cool Down!
« Reply #1 on: May 20, 2024, 10:43:07 am »
+2

NOT AN ENTRY



I don't know if 6 is the right number.

Inspired by Distant Lands of course, instead of only worth points after something, it's only worth points before something. Does that count as "fitting in modern Dominion" enough?

Edit: I decided to go with Avalanche as my submission instead.
« Last Edit: May 22, 2024, 05:45:18 pm by Tiago »
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BryGuy

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Re: Fan Card Mechanics Week 92: Time To Cool Down!
« Reply #2 on: May 20, 2024, 08:02:59 pm »
+1

:)                                                      :)
:)                                                      :)
Quote
Ice Smithy • $3 • Action - Reaction
Discard a card for +4 Cards.
Freeze this 2 times.
-
When you discard this other than in Clean-up, +1 Card.
:)
Here is a Smithy variant that offers filtering, but is put on ice for two turns. The reaction is intended to also activate when the last ice token is removed.

I prefer the to use this mechanic where the token is removed with each shuffle, but i designed this with the rules as stated for this contest.

:)                                                      :)
« Last Edit: May 28, 2024, 10:57:43 pm by BryGuy »
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Zoyarox

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Re: Fan Card Mechanics Week 92: Time To Cool Down!
« Reply #3 on: May 22, 2024, 09:18:38 am »
0


The two entries are fine, but please mind the wording around the Ice Tokens, so that we have a consistent look and the same understanding of function in all entries. :)

And yes, your mechanic is more than fine, Tiago!
« Last Edit: May 22, 2024, 09:21:24 am by Zoyarox »
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Tiago

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Re: Fan Card Mechanics Week 92: Time To Cool Down!
« Reply #4 on: May 22, 2024, 09:40:20 am »
+1

In FMC9 there was a big discussion on how best to word it. People used "freeze x with y ice tokens" and "freeze x y times".

For the first one, the definition of freeze is "set this aside", for the second one it's "if this isn't set aside, set it aside. Either way, add an ice token to it."

I prefer "freeze x y times" as it's shorter and just as intuitive.

BryGuy, the problem with "Freeze-Y" is that you're not telling us what card to freeze.

Tiago

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Re: Fan Card Mechanics Week 92: Time To Cool Down!
« Reply #5 on: May 22, 2024, 09:47:06 am »
+2

NEW ENTRY



I like this one better, so I'm submitting it instead of Frozen Lands.
« Last Edit: May 22, 2024, 05:45:44 pm by Tiago »
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grep

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Re: Fan Card Mechanics Week 92: Time To Cool Down!
« Reply #6 on: May 22, 2024, 10:08:49 am »
0



Ice House
$4 - Action - Duration
Now and at start of your next turn: freeze a card from your hand with 3 Ice tokens.
While this is in play, when you remove the last Ice token from your card, you may put that card into hand.




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Jonatan Djurachkovitch

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Re: Fan Card Mechanics Week 92: Time To Cool Down!
« Reply #7 on: May 22, 2024, 05:41:24 pm »
+2



I don't know if 6 is the right number.

Inspired by Distant Lands of course, instead of only worth points after something, it's only worth points before something. Does that count as "fitting in modern Dominion" enough?

Isn't this just "Better Duchy" in most cases where you would want a Duchy? At the time you would want to buy this, there is likely not going to be more than 6 rounds left in the game. Even if nobody could afford province, just taking turns buying this empties the pile in four rounds (and it stays out of your deck, not to slow you down in any way). I'm not sure if changing the number would help, it's still just better Duchy, and when it isn't, it's super dead.
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segura

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Re: Fan Card Mechanics Week 92: Time To Cool Down!
« Reply #8 on: May 23, 2024, 02:15:01 am »
0

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fika monster

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Re: Fan Card Mechanics Week 92: Time To Cool Down!
« Reply #9 on: May 24, 2024, 11:11:20 am »
0

Dont have access to my computer rn, so using this text


Snow golem
Night
5 cost

Choose 1: Freeze the top 3 cards of your deck 2 times; or freeze your hand 2 times.
-
In games using this, when you remove the last freeze token from a card, if it’s an action or treasure card, play it.
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emtzalex

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Re: Fan Card Mechanics Week 92: Time To Cool Down!
« Reply #10 on: May 27, 2024, 11:52:58 am »
+3

My Submission:



Quote
Arctic Adventure • $4 • Event
Freeze the top Loot from its pile 5 times. Discard
any number of Action cards (revealed). Remove
an Ice token from the Loot per card discarded.

Arctic Adventure uses the Loot mechanic from Plunder. The Loot is discounted, but you have to wait longer to get it; the process can be sped up with help from some Action cards. The reason I did not want to have the Loot gained then frozen is to avoid gain-onto-deck abilities (specifically Insignia, but others as well) allowing a player to move the gained Loot before it could be frozen.
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Thanks to Shard of Honor for his Extended Version of the Dominion Card Image Generator, which I use to mock up my fan cards, and to Violet CLM, who made the original.

Zoyarox

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Re: Fan Card Mechanics Week 92: Time To Cool Down!
« Reply #11 on: May 28, 2024, 02:53:36 pm »
0


24 hour warning

============================================

Contest now closed

Expect the results in the next two days.
« Last Edit: May 29, 2024, 04:13:42 pm by Zoyarox »
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Zoyarox

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Re: Fan Card Mechanics Week 92: Time To Cool Down!
« Reply #12 on: May 30, 2024, 11:03:40 am »
+2

Contest Results


Thanks to everyone participating! You've come up with nice cards, some very chill and some interesting ice breakers!

I will keep my judging as concise as possible. I've playtested each card in 2-3 different kingdoms.

Here are my thoughts:


===


Tiago's Frozen Lands (not an actual entry)

I've played this card before it's been removed as an entry, so why I might as well share my thoughts about it too:
As said by Jonatan Djurachkovitch, this is a better Duchy. You usually buy Duchies in the late game and that's where Frozen Land's shines and even surpasses them.
The idea of a reverse Distant Lands was very nice!
In general, it's fun to play with, too. But it wouldn't make an official set I suppose.


===


BryGuys' Ice Smithy

Due to the reaction, they synergize with each other. That's nice, especially when you've run out of actions.
"+4 Cards"-cards aren't easy to balance, but that's where the of Ice Tokens come into play and safe the day.
The card is very good with big money or, of course, if you have enough Villages. Felt almost too good for $3.
It picks up the theme of discarding for benefits and reactions in general.
It's overall nicely balanced, has decent versatility, and most importantly made great (balance) use of ice tokens.
I wholeheartedly agree that the wording "Freeze-2" was and is confusing. Also, everyone seemed to publish their own take on the Ice Token wording.


===


Tiago's Avalanche

This was good! Even in the early turns, getting rid of 2 Estates for 5 (!) turns was great.
Given enough Buys, it was very decent in the late game, too, locking away your Provinces and thus securing you cleaner hands for the final turns.
As with most Events, it didn't come into action too often. I took it as sign of the card being well balanced.
It cleans up your turns (turns become more fun), helps you recover in scenarios like when you've been Cursed to the northpole and back (as long as you buys it early enough, you still need $4 after all), and this Event was always worth a thought to buy, though never the obvious answer.


===


grep's Ice House

At first, the wording wasn't clear. "Your card" being understood as "any of your cards", as in "if any ever thaws while this in play this and next turn". I believe this needs the a different wording to work as (possibly) intended. Anyhow, I playtested both versions, once it became apparent that it's not good:

v1 (leaves play on second turn): Felt weird, the "put it into your hand" effect barely triggered, unless you had a lot of Ice Houses. (Maybe you were supposed to build a village of Ice Houses?) With more of these it became fun, once the effect actually hit. So let's talk about...

v2 (see my suggested wording below): This was better. Nice effect. Stow away bad cards to line up with your trasher, stow Actions you couldn't/wouldn't be able to play this turn, or send the surplus Treasure you had into another turn where you'd make better use of it. I'd thus rate this full stars for versatility. Fun was okay, it slowed the game down; having to set aside, place Ice Tokens, remove Ice Tokens from previous cards, and putting cards back into your hand, especially once you got 3 or so going – which was amazing if you had!
The shifting cards around is still okay I suppose. Overall, the card itself felt a bit too slow. After 3 games I felt like a simple "+1 Card" might fix that.

New suggested wording (including +1 Card):
Quote
+1 Card

Now and at the start of your next turn: Freeze a card from your hand with 3 Ice Tokens (on this).

Until any remain, when you remove the last Ice Token from a card you have in play, you may put it into your hand.

Note: This opens up interaction with other potential Ice Token effects, like putting Ice Tokens on cards that already have some on them, essentially prolonging Ice Houses effects. I think this "loophole" would make Ice House only more interesting.


===


segura's Migrants

This was way better than expected. It's a gainer with benefits, thus costing $4. The price seemed nicely balanced with the effect. Gain something strong? Sure, but with a delay. Gain something cheap? Have this compensation.
The card was fun, always gave you choices (Favors? Or strong card? Or just one for $3 now, so it hits my shuffle?), and interacts with the other players.
This is just a nice card, and testing showed that all card prices were viable and balanced. Only gaining Golds with this wasn't the best choice.
At first it looked too wordy/complicated with the $'s. But it's proven easier than expected.
As always with Favors, it heavily depended on the Ally in play. You'd have to play this 3 times and gain 3 almost junks cards, just to activate Allies like Circle of Witches just once. Use 3 actions to play, gain 3 Razes into your deck, just so you can curse everyone once? When you could instead have gotten 3 Golds? Hm.
If you could've gotten Estates + Favor with this, it'd have been nice, especially late-game.

Overall, very good and fun card! If I had to improve it, I'd change the wording, to make it less daunting and the effect nicer:
Quote
Gain a non-Victory card costing up to $6.
If it costs $3 or less: +1 Favor.
Otherwise, Freeze it once per $1 it costs more than $3.

More thoughts: Bump it up, have it cost $5, and maybe able to gain Victory cards? Then limited to gaining cards costing up to $5?


===


fika monster's Snow Golem
Snow golem
Night
5 cost

Choose 1: Freeze the top 3 cards of your deck 2 times; or freeze your hand 2 times.
-
In games using this, when you remove the last freeze token from a card, if it’s an action or treasure card, play it.
This was plain nice.
First choice: Whatever is frozen has a benefit to you. Junk stays out 2(-3) turns, good cards will be played for free afterwards. It's basically +3 Cards, and then most often +1-2 Actions. Awesome when there isn't much +Action on the board.
Second choice: Freezing a good hand (like Plan) is nice, i.a. as just described, freezing a bad hand is also. Have your pick.
Fun card, versatile card, brings the Night type nicely to the table, and uses Ice Tokens nicely. Well-balanced, too.


===


emtzalex's Arctic Adventure

Another great and final entry to this contest. Loots are not only priced at $7, but can usually gained for this price tag also. Though hard to calculate (as with official cards), this looks like its fitting the bill. Gain a Loot for $4, if you have too many Actions left in your hand, you make use of them now.
In playtesting, you could spam this whenever you hit $4, of course. But it also set you back substantially, as you only profit in 5-6 turns from it. In that time, others can trash, junk, and advance their deck in other regards.
Not much too say, this is also a nice Event, that's not always the answer. You can gain Loot early, which is awesome. It's still worth buying later, as you might have Action cards left and can make use of them this way. So this Event never seemed redundant!


===


Results

All entries were awesome and fun to play with. Picking a winner is difficult.

But the ceremony calls for its established routine, thus – considering all criteria for this contest – I give you...

Runner-ups: Tiago's Avalanche, BryGuys' Ice Smithy, emtzalex's Arctic Adventure, fika monster's Snow Golem, grep's Ice House (yes, all of you :D)

Winner: segura's Migrants


Congrats!

And once again, thanks for participating!
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