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Author Topic: Weekly Design Contest #229: A Simple Construction  (Read 2211 times)

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Udzu

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Re: Weekly Design Contest #229: A Simple Construction
« Reply #25 on: September 02, 2024, 05:01:30 am »
+1


(Let them Eat) Cake ($3 Treasure-Omen)
Reveal your hand. +$1 per differently named Victory card revealed.
———
In games using this, when you gain a Province, +1☀️.


(Assuming I understood the instructions right, this is inside the word limit. If not, tell me and I'll reword it.)
I like very much that this leads to a far later triggering of the Prophecy than the official cards.
I think that it could use a buff though (e.g. Coffers instead of Coins or extra Buy on top).

Good suggestion. I thought of adding +Buy but I'd already hit the word limit. But +Coffers could work (especially since it's usually only the first few Coffers that make a difference to power, so it should be ok even if you manage to get a decent engine working with it).
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grrgrrgrr

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Re: Weekly Design Contest #229: A Simple Construction
« Reply #26 on: September 02, 2024, 12:36:37 pm »
+13



Quote
Prism (Treasure, $5)
Choose one: +$2; or resolve the set aside Event.
-
Setup: Set aside an unused Event costing $3 or $4.
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Holger

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Re: Weekly Design Contest #229: A Simple Construction
« Reply #27 on: September 03, 2024, 07:36:52 am »
+2



Is it day? Or Night? Eclipse gives you two different ways to "switch" between them.

That's a great idea! :D But I think it will usually be rather weak since you can't use any +$ or +buy generated by the Actions played at Night. The below-the-line text only allows you to return from Night phase to the Action phase in the rare case when there's also a Night gainer in the kingdom (Changeling would be a strong combo). Otherwise you can only return from the Buy phase to the Action phase upon buying Eclipse, so there's no synergy with its on-play effect.
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faust

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Re: Weekly Design Contest #229: A Simple Construction
« Reply #28 on: September 03, 2024, 07:53:41 am »
+4

That's a great idea! :D But I think it will usually be rather weak since you can't use any +$ or +buy generated by the Actions played at Night. The below-the-line text only allows you to return from Night phase to the Action phase in the rare case when there's also a Night gainer in the kingdom (Changeling would be a strong combo). Otherwise you can only return from the Buy phase to the Action phase upon buying Eclipse, so there's no synergy with its on-play effect.
Eclipse turns every Action gainer into a Night gainer though, that's the synergy.
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Holger

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Re: Weekly Design Contest #229: A Simple Construction
« Reply #29 on: September 03, 2024, 10:43:35 am »
+1

That's a great idea! :D But I think it will usually be rather weak since you can't use any +$ or +buy generated by the Actions played at Night. The below-the-line text only allows you to return from Night phase to the Action phase in the rare case when there's also a Night gainer in the kingdom (Changeling would be a strong combo). Otherwise you can only return from the Buy phase to the Action phase upon buying Eclipse, so there's no synergy with its on-play effect.
Eclipse turns every Action gainer into a Night gainer though, that's the synergy.
Oh, of course.  :-[  Then ignore my above comment, that's a very elegant design.
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segura

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Re: Weekly Design Contest #229: A Simple Construction
« Reply #30 on: September 04, 2024, 07:12:53 am »
0

:)                                                      :)
:)                                                      :)
Quote
Sly Spy • $5 • Action - Reaction
Reveal your Deck's top six cards, discarding any.
-
If you discard this other than in Clean-up, reveal this for +2 Coffers.
:)
Here is my entry - a deck inspector and reaction that can trigger an additional copy you have, at 20 "words". I found it interesting that no deck inspectors are also Reaction.
:)                                                      :)
While cantrip with 2 Coffers (what the Reaction would be if it were an Action) is brillant (well, it is 2 Bakers) this seems mostly viable in Kingdoms with other sifters.
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binbag420

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Re: Weekly Design Contest #229: A Simple Construction
« Reply #31 on: September 04, 2024, 09:10:04 am »
+1



Funky Estate.
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emtzalex

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Re: Weekly Design Contest #229: A Simple Construction
« Reply #32 on: September 04, 2024, 11:11:33 am »
+2



Funky Estate.

Cards with Overpay have a plus in their cost, so this should cost $3+ (see Infirmary).

Also, remodel variants always specify gain either "a card costing up to $X more than it" (e.g. Remodel, Replace, Expand) or "a card costing exactly $X more than it" (e.g. Upgrade, Remake, Farmland). This is an important difference, especially when trashing $0 cards.
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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.

binbag420

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Re: Weekly Design Contest #229: A Simple Construction
« Reply #33 on: September 04, 2024, 12:36:48 pm »
0

Yeah the intention was exactly but wasn’t sure if I needed it. I think by the contest rules ‘1VP’ counts as 0 words? If so I have space for ‘exactly’.
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segura

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Re: Weekly Design Contest #229: A Simple Construction
« Reply #34 on: September 04, 2024, 02:42:37 pm »
+6

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AJL828

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Re: Weekly Design Contest #229: A Simple Construction
« Reply #35 on: September 04, 2024, 04:29:32 pm »
0



Funky Estate.

This has potentially problematic interactions with Fortress, as you can realistically overpay by enough to empty 3 piles at once. One way to work around this is to trash any number of cards from your hand at once, then get cards costing exactly $1 more than each trashed card. Not sure if that fits within the word limit though.
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AJL828

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Re: Weekly Design Contest #229: A Simple Construction
« Reply #36 on: September 04, 2024, 04:39:35 pm »
+4



City of Riches

Action ($5)


+2 Cards
+2 Actions
_____
You can't buy this if you don't have at least 3 differently named Treasures in play.

Anti Grand Market...kinda. Like Grand Market it can be picked up with gainers to bypass the restriction. Effects that put Treasures into play immediately (Mining Road for example) can also help.
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Jonatan Djurachkovitch

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Re: Weekly Design Contest #229: A Simple Construction
« Reply #37 on: September 05, 2024, 05:32:53 am »
0

24 hour warning
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MochaMoko

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Re: Weekly Design Contest #229: A Simple Construction
« Reply #38 on: September 05, 2024, 08:48:34 am »
+4

Quote
Allspice
④ Treasure

+1 Coffers
-
At any time during your turn,
you may rename all copies of
this card to any name.
It's everything. Gaining a Silver? How about an Allspice instead. Get them while they're hot.
FAQ:
  • You may rename Allspice at any time in between card movements, card plays, card reveals, or any other kind of instruction.
  • When Allspice shares a name with another gainable card, you may choose whether to gain an Allspice or the card in question, if prompted.
  • However, if the Allspice pile is empty, or Allspice is otherwise ungainable, you must gain a copy of the card in question, if possible.
  • For example, you may play Bandit, then rename Allspice to Gold to gain an Allspice or a Gold;
    then have an opponent reveal Allspice and Gold, and rename Allspice to Copper to force them to trash the Gold;
    then have another opponent reveal Allspice and Copper, and rename Allspice to another name to have them trash the Allspice.
  • If you buy Banquet with one copy of Allspice in the pile, you may rename Allspice to Copper to gain the last Allspice, but you must also gain a real Copper if possible.
  • All copies of Allspice are named the same at any given moment.
  • For example, you may not buy Allspice, rename Allspice, and then gain another copy with Charm.
  • Allspice can share a name with another card and thus be named the same for cards that care about different names, like Horn of Plenty;
    however Allspice does not count as a copy of that card.
  • For example, if you play Tools with an Allspice and no King's Court in play, you may not rename Allspice to King's Court to then gain a King's Court.
  • When a card refers to cards of a certain type, you may not rename Allspice to that type to have Allspice included.
  • For example, you may not rename Allspice to Action to draw more with City Quarter, nor may you rename Allspice to Ruins to gain one with Death Cart.
  • When a card refers to "Curse", it refers to the card named Curse.
  • Therefore, you may rename Allspice to Curse to gain an Allspice with Hideout, buy Allspice and take points from Defiled Shrine, etc.
« Last Edit: September 05, 2024, 09:19:46 am by MochaMoko »
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infangthief

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Re: Weekly Design Contest #229: A Simple Construction
« Reply #39 on: September 05, 2024, 09:25:14 am »
0

If Enlightenment is active, and you play Allspice with Way of the Horse, can you rename Allspice as Province and return it to the Province pile?

EDIT. I guess this is covered by your King's Court example. The Allspice is not actually a Province. It is just an Allspice card called Province, so you return it to the Allspice pile, which is full of cards called Province...
« Last Edit: September 05, 2024, 09:28:49 am by infangthief »
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Snorka

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Re: Weekly Design Contest #229: A Simple Construction
« Reply #40 on: September 05, 2024, 02:21:26 pm »
+5


Hey, these cards are actually playtested! Neat!
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LTaco

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Re: Weekly Design Contest #229: A Simple Construction
« Reply #41 on: September 05, 2024, 08:21:58 pm »
+1

Quote
Entrepreneur

+1 Card
+1 Action
+$1
-
When you gain this, trash it unless you Exile a non-Entrepreneur Action from your hand.

$2 - Action

I'll update with a card mockup tomorrow.

EDIT: Card Image



« Last Edit: September 06, 2024, 09:22:11 am by LTaco »
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Jonatan Djurachkovitch

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Re: Weekly Design Contest #229: A Simple Construction
« Reply #42 on: September 06, 2024, 06:16:46 am »
0

Contest closed

Judging in progress. Many good submissions this time.
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Jonatan Djurachkovitch

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Re: Weekly Design Contest #229: A Simple Construction
« Reply #43 on: September 07, 2024, 03:55:55 am »
+5

As I said, many good submissions this week! This was hard. I'm sorry judging took so long, I have been doing this mostly on my phone.


Forest by kru5h

Quote
Forest - Victory - $6
5VP
-
When scoring, don't count your first Forest.
As a pure Victory card, this is similar to going for Castles. Only once you have three of Forest do you get more points than if you had bought Duchies, but if you contest it, a 3-5 split is more devastating than if you'd both bought Duchies. But ultimately this has to be compared to Province. Imagine you have a deck that can consistently produce $6. Buying your first Forest enables you to buy 5 VP each turn, but if you just bought a Gold instead, you would be able to buy Provinces instead, with possibly a higher risk to dud. Deciding whether to go for this or not is theoretically interesting, and requires a lot of skill and intent. Although my first impression of this was that it was boring and bad when compared to Duchy, as an alternative to Province it seems like a solid card.

Finalist


Land Restoration by Optimal_Inefficiency
Quote
Land Restoration — ($2)(Action)(CADC_ 212v2)
+1 Card
+1 Action
Gain a Victory card from the trash. If you did, +1VP.
-
Setup: Trash 2 Estates per player.
You would very rarely want this card possibly unless you have extra buys in the early endgame. The problem is that you really don't want estates in your deck. It gets more interesting if you can mill Provinces and get them back the same turn, in which case it is really strong, especially with Rebuild. It has a spiky power distribution, and in that way it feels a lot like a Dark Ages card, but the regular case is just too bad. It also has the problem of being able to generate infinite vp easily, which can lead to stalemates.


Historic Park by LibraryAdventurer
Quote
Historic Park
$4 - Treasure - Victory - Reaction
+1 Coffers.
-
2 VP.
When you discard this (other than in clean-up), you may play it.

Firstly, let me give my opinion on dividing lines. The reason for a dividing line is to separate different effects, which would require two lines on this card. The reason why no official cards have two dividing lines is that it's not worth it with the text and complexity to have three different types of effect. Which ties into my opinion on the card. It does too much and too little of it feels interesting. You'd most often buy it for the points I feel like.


Foundry by JW
Quote
Foundry
$5 - Action
+3 Cards and +1 Buy

In games using this, players begin each turn with an extra Action.

I really like this below-the-line effect. Changes up the game in a fun way. Problem is the card is weaker on play than Margrave. With some modification of the on-play effect this could be a really good card.



Eclipse by 4est

Quote
Eclipse - Action - Night - $3
This turn, Action cards are also Night cards.
-
When you gain this, +1 Buy and return to your action phase.

Infinivillage but you can't buy stuff anymore. Play all your trashers, gainers and attacks for free, except for hand space. And sometimes, you can even use it to play a strong engine consisting mostly of draw cards (especially DtX), this and a gainer to return to your buy phase. Maybe you can even do it again. I don't know, I'm not the biggest fan of Villa, I think this is more fun and less akward as an event, which was done a few contests ago. Also, what happens if you gain this during Clean-up with Improve?


Cake by Udzu
Quote
(Let them Eat) Cake($3 Treasure-Omen)
Reveal your hand. +1 Coffers per differently named Victory card revealed.

In games using this, when you gain a Province, +1☀️.

I don't know, this really doesn't feel that impactful to me. The above the line effect is rarely better than silver, and when it is, it's either really good, or not worth bothering about. I think it would work better with a +1 Buy. Now I don't like the below the line effect at all. In a two player game, the Prophesy will usually only activate once there are three Provinces left, and even though that may be interesting, Prophesies aren't made to activate that late. Many times the prophesy won't matter, or be unfair (e. g. if players buy one province per turn, only one player will get the benefit of Rapid expansion, and that only possibly once, and if they aim to buy one province per turn, the person aiming to take the 6th and 8th province will be screwed by Harsh Winter or Panic, or Divine Wind activates when noone wants to buy Actions or Treasures)


Sly Spy by BryGuy

Quote
Sly Spy • $5 • Action - Reaction
Reveal your Deck's top six cards, discarding any.
-
If you discard this other than in Clean-up, reveal this for +2 Coffers.
This is worded really weirdly. Here's how I think it should be worded, to be clearer and avoid accountability issues:
Quote
Look at the top 6 cards of your deck, discard any number, and put the rest back in any order.
-
When you discard this other than during Clean-up, you may reveal it for +2 Coffers.

I'm a bit bothered by the fact that the top is so weak, much worse than Night Watchman, and the bottom, with the proper support it is better than having a few doublepeddlers. Most often it lands in the camp of too weak or too strong, and no fun.


Natural Bridge by Gamer3000

Quote
Natural Bridge - Action - 7$
+2 Buys
This turn, Victory cards cost $2 less.
-
When you gain this, if you bought it, play it.

Scary card. The fact that this jumps into play the moment you buy it means that if you ever have $28 and 4 Buys you just instantly empty the provinces, and if you have $21 and one in play that's six Provinces. This is too skewed for being played from the supply, since it doesn't require that much work to activate. For a Bridge or Engineer megaturn, you need to have some horsepower in your deck, but in a game with Coffers this is a bit silly. I don't know if straight Ducat + NB isn't the best strategy most of the time which is pretty boring. Double cost reduction is pretty strong, you practically have to go for this in many cases.


Alley Cat by NoMoreFun
Quote
Alley Cat
Action/Reaction - $2
+2 Cards
______
You can play this from the trash as if in your hand

Playing from the trash is an interesting concept, but I think it would be better suited on a card you would want to trash. All of the cards that do something interesting on trash (correct me if I'm wrong) cost at least $4. Most interesting combo is maybe Lurker. +2 Cards is best when you can Shadow it, but for you to be able to do that yourself you would need mid-turn trashing, which is equal to Fortress in almost all ways.



Insurance by infangthief

Quote
Insurance - Event - Omen - $4
+1 Sun and +3 Coffers
-
Setup: Use an extra Prophesy this game

Using two prophesies seems pretty fun, especially after you've played with them for a while, but the Event portion of this is just too weak. You would rarely use this except when trying to intentionally activate the prophesy. A more fun version would maybe cost $2 and give +1 Buy and +1 Coffers.


Prism by grrgrrgrr

Quote
Prism (Treasure, $5)
Choose one: +$2; or resolve the set aside Event.
-
Setup: Set aside an unused Event costing $3 or $4.

I like this. "Playing" an event as a card seems sketchy, but this card makes it work. I think the alternative should be $2 +1 Buy, to make it more viable even when you wouldn't want to use the event all the time. And setting it aside á la Riverboat feels natural.

Finalist


Homestead by binbag420

Quote
Homestead - Victory - $3+
1VP
-
Overpay: Per $1 overpaid, trash a card from your hand and gain a card costing [exactly] $1 more.

Really similar to Ascetism and (in appearance) to Farmland. The best use of this, I think, is probably to get rid of your starting cards. Maybe this would see more late game play if it was worth 2 VP, but it has very limited use. I like that it can be used on itself if you need to use it to clear out cards again. Looks fine, but too similar to other cards IMO.


Horselord by segura

Quote
Horselord - Night - $5
Gain a Horse per non-Horse card you've gained this turn.
-
This is gained to your hand.

I'm afraid that this is too weak compared to Livery, and not that different. Gaining to hand is nice, but maybe having this be a $4 Event would be more fun.


City of Riches by AJL828

Quote
City of Riches

Action ($5)


+2 Cards
+2 Actions
_____
You can't buy this if you don't have at least 3 differently named Treasures in play.

Simple and elegant. With only vanilla Treasures this effectively costs $6, but often you can get it easier. No complaints.

Finalist


Allspice by MochaMoko

Quote
Allspice
④ Treasure

+1 Coffers
-
At any time during your turn,
you may rename all copies of
this card to any name.

Whacky! Mega Changeling. I think that the use cases of this are very non-obvious, and the edge cases are too many and confusing to introduce this mechanic. Reminds me of the Halloween kingdom. And giving +$1 and +1 Coffers is probably fine in a game, but feels just like you wanted to make it technically better than Silver.


Vaquero and Saddle by Snorka

Quote
Vaquero - Action - 3$
+1 Action
+1 Buy
Gain a Horse
-
When you gain or trash this, take the Saddle.
Quote
Saddle - Artifact
When you gain a Horse, +1 Card.

The only two-card submisson. This artifact is really powerful, more so than Flag, effectively doubling the draw power of Horse cards. I like the fact that you aren't screwed if you lose it, since if you relied on it (which you would be unlikely to be able to do, if there is any competition) you will probably have enough horses to last you a turn. Unlike Flag though, you don't get the effect if someone takes the artifact between two of your turns. I wonder how often you'd wanna trash one Vaquero to power up your other ones.

Finalist

Entrepreneur by LTaco

Quote
Entrepreneur

+1 Card
+1 Action
+$1
-
When you gain this, trash it unless you Exile a non-Entrepreneur Action from your hand.

$2 - Action

This looks very nice, but I think that often the price is too steep to be worth it. It is a nice way to get rid of the Chapels and Witches you've used up, but otherwise, being able to buy this means that you will have to not play the card you had in your hand. And if it was left there because of terminal collision, you would often not want another one to get it out of Exile. I think it's probably fine at $2, but a harsh restriction of a not that strong card makes for something even less impactful. Compare with Siren.


Before you read the results, know that this is subjective and in my opinion, and that judging between these really good finalists was very hard.

Finalists:
Forest by kru5h
Prism by grrgrrgrr
City of Riches by AJL828
Vaquero and Saddle by Snorka

Winner:
Prism by grrgrrgrr

Runner-ups in order:
City of Riches by AJL828
Vaquero and Saddle by Snorka
Forest by kru5h

Congrats to grrgrrgrr! Well done to everyone who submitted! This was fun.
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LibraryAdventurer

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Re: Weekly Design Contest #229: A Simple Construction
« Reply #44 on: September 07, 2024, 06:45:34 pm »
+3

Playing from the trash is an interesting concept, but I think it would be better suited on a card you would want to trash. All of the cards that do something interesting on trash (correct me if I'm wrong) cost at least $4.
Squire.

Insurance by infangthief
Quote
Insurance - Event - Omen - $4
+1 Sun and +3 Coffers
-
Setup: Use an extra Prophesy this game

Using two prophesies seems pretty fun, especially after you've played with them for a while, but the Event portion of this is just too weak. You would rarely use this except when trying to intentionally activate the prophesy. A more fun version would maybe cost $2 and give +1 Buy and +1 Coffers.
I don't understand this. 3 Coffers for $4 doesn't sound weak at all to me, and your suggestion gives +Buy but is otherwise a worse to coffers exchange rate. Buy it twice and you're spending $4 for 2 coffers.
« Last Edit: September 07, 2024, 06:51:45 pm by LibraryAdventurer »
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silverspawn

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Re: Weekly Design Contest #229: A Simple Construction
« Reply #45 on: September 07, 2024, 08:14:34 pm »
+2

3 Coffers for $4 doesn't sound weak at all to me,

Doesn't sound weak to me, either. It's not even difficult to come up with cases where you buy it on Turn 1. If anything I'd worry about opening advantages, like 4/3 lets you open Altar now and 3/4 doesn't. But plenty of official cards do similar things.

I think you'd buy this quite frequently, in any case.

Snorka

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Re: Weekly Design Contest #229: A Simple Construction
« Reply #46 on: September 07, 2024, 11:07:43 pm »
+1

I don't think I'd buy Insurance much as-is outside of the opening and when I'm junked. If it cost $2 and gave +buy there would absolutely be times when I'd want to bank a bit of money, like on $7 or on $5 and $6 when I just need another Village or whatever.
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Jonatan Djurachkovitch

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Re: Weekly Design Contest #229: A Simple Construction
« Reply #47 on: September 08, 2024, 02:35:14 am »
0

I don't think I'd buy Insurance much as-is outside of the opening and when I'm junked. If it cost $2 and gave +buy there would absolutely be times when I'd want to bank a bit of money, like on $7 or on $5 and $6 when I just need another Village or whatever.

This was roughly my thought process. And while I failed to take the opening into account when judging, accidentally, the version I suggested has the side effect of allowing everyone to buy a $5 in the first two turns. It would also possibly activate the prophesy more often, since you'd maybe only want to buy the first one once or twice.
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infangthief

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Re: Weekly Design Contest #229: A Simple Construction
« Reply #48 on: September 08, 2024, 03:06:13 am »
+2

Thanks for all the thoughts on this. I considered several combinations of cost, coffers and +buy or not. And I've no idea whether I landed on the best combination or not.

One reason I avoided +Buy is because I didn't want a situation where someone could insta-activate a prophecy. Eg cost $2, giving +1 Buy and +1 Coffers allows someone with $6 to remove all 5 Sun tokens in their buy phase. Maybe we'd be ok with that, and the threat of someone being able to do that could make for an interesting game, depending what the prophecies are, but I decided I didn't want that.

I almost went for just cost $3, still giving 3 Coffers.

One thing I've only thought of now, that could help, is to use "Once per turn:" along with a generous conversion rate. Eg: Cost $2, Once per turn: +1 Sun, +1 Buy and +2 Coffers.
« Last Edit: September 08, 2024, 03:07:32 am by infangthief »
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segura

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Re: Weekly Design Contest #229: A Simple Construction
« Reply #49 on: September 11, 2024, 12:26:09 am »
0

I don't think I'd buy Insurance much as-is outside of the opening and when I'm junked. If it cost $2 and gave +buy there would absolutely be times when I'd want to bank a bit of money, like on $7 or on $5 and $6 when I just need another Village or whatever.
It is a no brainer in the endgame, no more Duchy dancing.
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