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Author Topic: Weekly Design Contest #232: One card, many possibilities  (Read 4185 times)

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NoMoreFun

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Weekly Design Contest #232: One card, many possibilities
« on: September 25, 2024, 11:47:00 pm »
+2

Dominion already has an astonishing number of different kingdoms, but some cards compound that variety even further.

Your challenge is to design a card or landscape with setup rules that make it functionally a lot of different cards.

The clearest examples from the official cards are Druid, Riverboat and Way of the Mouse. Obelisk and Traits can potentially add a lot of variety too if it makes you rethink the card it applies to (E.g. Reckless). Same with Liaisons, and some Liaisons are more impacted by what the Ally is than others

No firm rules about what's in or out (E.g. not sure whether Ferryman or Band of Misfits "count", though they aren't what I had in mind). But I am looking for card (shaped things) that are different each game, so something like Pawn wouldn't count even though it's a bunch of cards at once. Online I should want to check and care about what the card (shaped thing) does in this game.

Looking for relatively simple ideas that create interesting cards. Balance can be hard with such variety (e.g. Riverboat can vary a lot) but it's worth trying.

Split piles etc. are fine.

Edit: For clarity, I really like Riverboat and Druid, and that's why I picked this prompt
« Last Edit: September 26, 2024, 09:32:53 pm by NoMoreFun »
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JW

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Re: Weekly Design Contest #232: One card, many possibilities
« Reply #1 on: September 26, 2024, 12:01:46 am »
+1

Do Black Market type effects qualify? For example, would the following (which is not my entry) qualify?

Distributor
$4 - Action
You may rotate the Wares pile. Then gain the top card from it.

Setup: Make a Wares pile with 4 copies in a row of 4 Action cards costing $5. It is not in the Supply.
« Last Edit: September 26, 2024, 08:40:59 am by JW »
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NoMoreFun

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Re: Weekly Design Contest #232: One card, many possibilities
« Reply #2 on: September 26, 2024, 12:09:02 am »
+1

Do Black Market type effects qualify? For example, would the following qualify?

Distributor
$4 - Action
You may rotate the Wares pile. Then gain the top card from it.

Setup: Make a Wares pile with 4 copies in a row of 4 Action cards costing $5. It is not in the Supply.

Everything qualifies. I will comment that this idea is more in line with being able to access cards as they are, than an idea creating multiple new "cards" if that makes sense.
« Last Edit: September 26, 2024, 12:11:02 am by NoMoreFun »
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faust

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Re: Weekly Design Contest #232: One card, many possibilities
« Reply #3 on: September 26, 2024, 04:21:58 am »
+11


Quote
Venue - $6
Project

At the start of your Buy phase, follow the instructions on the set-aside Event.
-
Setup: Set aside an Event costing $4 or less.

As Riverboat turns Actions into Durations, so does Venue turn Events into Projects!

The timing of when it should trigger was a bit tricky, but start of Buy phase works best with most eligible Events.
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Gamer3000

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Re: Weekly Design Contest #232: One card, many possibilities
« Reply #4 on: September 26, 2024, 04:35:53 pm »
+1

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Snorka

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Re: Weekly Design Contest #232: One card, many possibilities
« Reply #5 on: September 26, 2024, 07:26:34 pm »
+1

Other examples are Way of the Mouse and, to a lesser extent, Young Witch.
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Optimal_Inefficiency

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Re: Weekly Design Contest #232: One card, many possibilities
« Reply #6 on: September 27, 2024, 12:32:03 am »
0

Edit #2: I started with a card that turned Durations into straight Actions (Saltern), but then faust point out that even with my long list of FAQs, I had still missed an edge case or two. So then I made a simpler, less imaginative card that was a Treasure Druid, playing one of the set aside Treasures (Wealth). Now we are on submission #3, which I have been ignoring for days because I am really trying to avoid wall of text cards. But, I do really think it is a thematically and mechanically neat card, so here it is…

Quote
Seafarers — ($3)(Action)
Set aside the top Sea card, face up. If more than 3 are face-up, put 1 at the bottom of the pile (you choose). Play a face-up Sea card, leaving it there.
-
Setup: Set aside a face down Sea pile of 20 unused non-Command Action cards costing up to $4.
                                 

FAQs:
- If you have less than 20 unused non-Command Action cards costing up to $4, use as many as you have.
- If it plays a Duration card, Seafarers stays in play until the Duration card stops having something to do.

First submission: https://i.imgur.com/JHFKjRT.png
Second submission: https://i.imgur.com/ofMbxtt.png
« Last Edit: September 30, 2024, 11:44:58 pm by Optimal_Inefficiency »
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faust

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Re: Weekly Design Contest #232: One card, many possibilities
« Reply #7 on: September 27, 2024, 01:24:34 am »
+1

Saltern — ($3)(Night - Duration)
The next time you play a Duration card on your turn, you may resolve future-turn effects this turn. Discard it and this during Clean-up.
-
Setup: Add a Duration card pile to the Supply.

Saltern: a place that turns seawater into salt (like how this card turns Duration cards into non-Duration cards)

FAQs:
- Works on Actions, Treasures, & Night (that are Duration)
- Effects that would typically happen over several future turns occur all at once (e.g., Archive becomes +3 Cards, +1 Action)
- “Next time” cards resolve this turn, regardless of whether their condition is met
- If you have multiple Salterns in play while triggering its effect, you only discard one Saltern when resolving “Discard it and this during clean up” (if triggering Saltern’s effect for 2 cards, discard 2 copies of Saltern, etc.)
- If the other Duration card leaves play (e.g., is trashed) before it can be discarded, do not discard it
- Sometimes choosing to trigger this card’s effect will lead to an effect loss (e.g., Blockade would become a choice-less Hill Fort but lose the curser effect)
- This cannot affect cards that have (or can have) an effect on each turn for the remainder of the game (Champion, Endless Chalice, Hireling, Prince, Quartermaster, Taskmaster)
- This cannot affect cards that dictate size of next hand or capping cards played next turn (e.g., Outpost, Voyage)
- If the card’s duration effect cannot be triggered while resolving it, trigger it later during the same turn, if possible (e.g., you play Cargo Ship and decide to trigger your Saltern; you later gain a card and decide to put it on Cargo Ship; since the future-turn effect can now be resolved, do so immediately and put the card into your hand)
How does this interact with Duration-Attacks like Frigate? Does it matter if the Attack is worded like Frigate versus like Swamp Hag? Also, how do you trigger "next time" effects of cards like Flagship if their condition isn't met?

Unfortunately I think this is too messy. I'm also not sure it is worth it unless with some very specific cards.
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BryGuy

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Re: Weekly Design Contest #232: One card, many possibilities
« Reply #8 on: September 27, 2024, 09:24:51 am »
+1

:)
Quote
Explorer • $5 • Action - Duration
+1 Villagers
If this is the first time you played an Explorer this turn, and the previous turn wasn't yours,
then take an extra turn after this one drawing six cards.
For this extra turn, each Action card can only use one of the set aside Ways.
-
Set-up: Set aside three random Ways.
:)
« Last Edit: October 01, 2024, 12:16:41 pm by BryGuy »
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fika monster

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Re: Weekly Design Contest #232: One card, many possibilities
« Reply #9 on: September 27, 2024, 09:48:48 am »
0

Quote
Ally: helping hand

After playing a liason, you may spend 5 favors to play the set aside card, leaving it there.
-
Setup: choose an unused non duration action or treasure card costing 3 or less. Set aside on top of this.

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Snorka

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Re: Weekly Design Contest #232: One card, many possibilities
« Reply #10 on: September 27, 2024, 03:05:37 pm »
0

RETRACTED: THIS IS NO LONGER MY ENTRY

« Last Edit: September 29, 2024, 02:29:52 pm by Snorka »
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grrgrrgrr

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Re: Weekly Design Contest #232: One card, many possibilities
« Reply #11 on: September 27, 2024, 03:44:56 pm »
+4


Quote
Trash 2 cards from your hand.
-
Setup: Add 2 extra Ways to the game; these can only be used with Mutant.
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grrgrrgrr

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Re: Weekly Design Contest #232: One card, many possibilities
« Reply #12 on: September 27, 2024, 03:49:16 pm »
+1


I had several ideas-- I considered matching with Enlarge or Town, but decided on Crew in the end.

Hate to be that guy, but this practically already exists in the form of the Tireless trait.
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kru5h

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Re: Weekly Design Contest #232: One card, many possibilities
« Reply #13 on: September 27, 2024, 08:10:05 pm »
+2

WITHDRAWN.

See my new post for new entry.

Elevate v2


v1
« Last Edit: September 29, 2024, 01:30:48 pm by kru5h »
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LibraryAdventurer

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Re: Weekly Design Contest #232: One card, many possibilities
« Reply #14 on: September 27, 2024, 09:03:53 pm »
0

Again, I think I submitted this card to an earlier contest and I think it's changed since then.

Quote
Doppelganger
$4 - Action - Command
Turn your Journey token over. If it's face-up, play any Action card in the supply, leaving it there. Otherwise, play the True Form card, leaving it there. If the card you played cost $5 or more, take <1> debt.
-
Add an unused non-Command Action card costing $2 or $3 to the game to be the True Form card.
« Last Edit: September 27, 2024, 09:05:58 pm by LibraryAdventurer »
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kru5h

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Re: Weekly Design Contest #232: One card, many possibilities
« Reply #15 on: September 27, 2024, 10:19:43 pm »
0

If we edit our entry, do you want a new post or an edit to the original post?

NoMoreFun

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Re: Weekly Design Contest #232: One card, many possibilities
« Reply #16 on: September 28, 2024, 04:12:47 am »
0

If we edit our entry, do you want a new post or an edit to the original post?

Either is fine - I'll go through the entries top to bottom when I judge
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segura

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Re: Weekly Design Contest #232: One card, many possibilities
« Reply #17 on: September 28, 2024, 09:08:14 am »
+1


Quote
Trash 2 cards from your hand.
-
Setup: Add 2 extra Ways to the game; these can only be used with Mutant.
Looks like a nerfed Steward.
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Holger

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Re: Weekly Design Contest #232: One card, many possibilities
« Reply #18 on: September 28, 2024, 03:37:01 pm »
+5


Quote
Trash 2 cards from your hand.
-
Setup: Add 2 extra Ways to the game; these can only be used with Mutant.
Looks like a nerfed Steward.

Why nerfed? When the added Ways are Sheep and Otter, Mutant is actually equivalent to Steward. With other ways it can be better or worse than Steward, depending on the kingdom.
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valb_7k

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Re: Weekly Design Contest #232: One card, many possibilities
« Reply #19 on: September 28, 2024, 06:41:42 pm »
0


Armaments $6 Treasure-Attack
Quote
Choose one: +$2 or play the set-aside card, leaving it there.
-
Setup: Set aside an unused Attack card costing $3 or $4

Plays an attack card in the Treasure part of the buy phase, which should be useful most of the time (rip Urchin and Skulk).
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silverspawn

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Re: Weekly Design Contest #232: One card, many possibilities
« Reply #20 on: September 28, 2024, 08:26:45 pm »
+5


Quote
Trash 2 cards from your hand.
-
Setup: Add 2 extra Ways to the game; these can only be used with Mutant.

Very cool design! The fun thing here is that this is very likely to be a premium because just the top half is worth buying in most games. So you'll actually get to use the exotic ways even if they're weak.

4est

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Re: Weekly Design Contest #232: One card, many possibilities
« Reply #21 on: September 28, 2024, 09:52:09 pm »
+6



Okay hear me out: How about a card that the players get to design themselves before they start? Will likely swing from hilariously bad to hilariously good game to game.

No idea what it should cost or if that should be adjusted for player count (and I definitely wouldn't recommend this be played with 5 or 6 players). Appreciate any and all feedback for making this unhinged design possibly playable.

FAQ:
  • Before the game starts, each player gets a hand of 3 Ruins to choose from (players do not see each other's hands). Each player secretly selects 1 (or 2 in two-player games) to put face down on the Committee mat. All others are removed from the game and then flip the selected Ruins face up.
  • If a Looter is in the Kingdom, make a separate pile of Ruins. For example, if Committee and Cultist are both in the Kingdom for a 2-player game, there should be a 10-card Ruins pile in the Supply, and another 4 Ruins on the Committee mat.

*Edit: Removed the Looter type, I decided it's not necessary and is less confusing this way.
« Last Edit: September 29, 2024, 08:28:50 am by 4est »
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JW

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Re: Weekly Design Contest #232: One card, many possibilities
« Reply #22 on: September 29, 2024, 09:10:47 am »
0

Charm School
Project - $7
At the start of your turn, you may discard a card to play the set-aside card, leaving it there.
Setup: Set aside an unused non-Duration Action costing $3.

Notes: Charm School trains Princes, of course! Prince is a fun yet weak card, so Charm School aims to have a more reasonable power level.

The action set aside needs to be a kingdom card, sorry about ruining your dreams about horses! At least you can still experiment!

Replaces my previous (deleted) entry, which didn’t fit the contest theme as well.
« Last Edit: September 29, 2024, 09:33:39 am by JW »
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segura

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Re: Weekly Design Contest #232: One card, many possibilities
« Reply #23 on: September 29, 2024, 11:21:22 am »
0


Quote
Trash 2 cards from your hand.
-
Setup: Add 2 extra Ways to the game; these can only be used with Mutant.
Looks like a nerfed Steward.

Why nerfed? When the added Ways are Sheep and Otter, Mutant is actually equivalent to Steward. With other ways it can be better or worse than Steward, depending on the kingdom.
Sure. Butterfly, Owl and Horse also make it non-dead after it did its trashing thing.  But if you look at the Traits in total, you see that the average Traits that you get are weaker than what Steward does.
Weak draw is always useful in a thinned deck, which is more often than a non-thinned deck an engine. Camel, Chamelon, Frog, Goat, Mole, Rat and Turtle are all Ways that yield little to no benefit in such a situation.
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segura

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Re: Weekly Design Contest #232: One card, many possibilities
« Reply #24 on: September 29, 2024, 11:29:33 am »
+1



Okay hear me out: How about a card that the players get to design themselves before they start? Will likely swing from hilariously bad to hilariously good game to game.

No idea what it should cost or if that should be adjusted for player count (and I definitely wouldn't recommend this be played with 5 or 6 players). Appreciate any and all feedback for making this unhinged design possibly playable.

FAQ:
  • Before the game starts, each player gets a hand of 3 Ruins to choose from (players do not see each other's hands). Each player secretly selects 1 (or 2 in two-player games) to put face down on the Committee mat. All others are removed from the game and then flip the selected Ruins face up.
  • If a Looter is in the Kingdom, make a separate pile of Ruins. For example, if Committee and Cultist are both in the Kingdom for a 2-player game, there should be a 10-card Ruins pile in the Supply, and another 4 Ruins on the Committee mat.

*Edit: Removed the Looter type, I decided it's not necessary and is less confusing this way.
I don’t see the appeal. The most likely combinations are Smithy, Lab, Village, Peddler. So you get a basic vanilla card that is correctly priced, underpriced or overpriced.
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kru5h

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Re: Weekly Design Contest #232: One card, many possibilities
« Reply #25 on: September 29, 2024, 01:30:00 pm »
+2

WITHDRAWN ALSO



Disclaimer: I came up with this card originally for the contest, but ChungBog came up with a similar card on Reddit (Way of the Capybara.) I asked him to submit his card and I came up with a new one. He never submitted, so I am submitting my original card that is similar to his.
« Last Edit: September 30, 2024, 10:08:26 pm by kru5h »
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Snorka

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Re: Weekly Design Contest #232: One card, many possibilities
« Reply #26 on: September 29, 2024, 02:30:49 pm »
+3

I have changed my entry:

The old version was too similar to Tireless and well I like Town better than Crew anyway.
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Udzu

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Re: Weekly Design Contest #232: One card, many possibilities
« Reply #27 on: September 30, 2024, 12:02:29 pm »
+1


Quote
Trash 2 cards from your hand.
-
Setup: Add 2 extra Ways to the game; these can only be used with Mutant.
Looks like a nerfed Steward.
Why nerfed? When the added Ways are Sheep and Otter, Mutant is actually equivalent to Steward. With other ways it can be better or worse than Steward, depending on the kingdom.
Sure. Butterfly, Owl and Horse also make it non-dead after it did its trashing thing.  But if you look at the Traits in total, you see that the average Traits that you get are weaker than what Steward does.
Weak draw is always useful in a thinned deck, which is more often than a non-thinned deck an engine. Camel, Chamelon, Frog, Goat, Mole, Rat and Turtle are all Ways that yield little to no benefit in such a situation.
Turtle's actually a useful way to remove it from your deck once you're done thinning. (And Camel and Mole can be situationally useful.)
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Re: Weekly Design Contest #232: One card, many possibilities
« Reply #28 on: September 30, 2024, 12:09:06 pm »
+1

Quote
Designer
$5 Action

Choose one: +2 Cards; or
gain a Model to your hand.
Then you may play a Model
from your hand.
-
Setup: Choose an unused
Kingdom Action pile costing
$4. Its cards are Models.

Clarifications:
  • The term "Model" is used just to allow Designer to refer to cards in the extra pile. It does not affect the names of cards in the pile. This is equivalent to Young Witch's use of the term "Bane".
  • When choosing the pile of Models, split piles are eligible; refer to the pile's randomizer card for the pile's type and cost.
  • The pile of Models is not in the Supply. This means:
    • If the pile of Models empties it does not contribute to a 3-pile ending.
    • Cards in the Models pile can only be gained via Designer or if the gain instruction specifies the card by name.
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ChungBog

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Re: Weekly Design Contest #232: One card, many possibilities
« Reply #29 on: September 30, 2024, 05:23:33 pm »
+4


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kru5h

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Re: Weekly Design Contest #232: One card, many possibilities
« Reply #30 on: September 30, 2024, 10:07:59 pm »
+3

ALSO WITHDRAWN ALSO

Well, this is awkward. ChungBog actually submitted.

I'll withdraw my new entry (Zoo) and revert back to a new version of my old entry: Elevate.



It now costs 3 debt instead of 4, which seems more balanced.
« Last Edit: October 02, 2024, 08:38:55 pm by kru5h »
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Optimal_Inefficiency

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Re: Weekly Design Contest #232: One card, many possibilities
« Reply #31 on: September 30, 2024, 11:45:30 pm »
+1

Edit #2: I started with a card that turned Durations into straight Actions (Saltern), but then faust point out that even with my long list of FAQs, I had still missed an edge case or two. So then I made a simpler, less imaginative card that was a Treasure Druid, playing one of the set aside Treasures (Wealth). Now we are on submission #3, which I have been ignoring for days because I am really trying to avoid wall of text cards. But, I do really think it is a thematically and mechanically neat card, so here it is…

Quote
Seafarers — ($3)(Action)
Set aside the top Sea card, face up. If more than 3 are face-up, put 1 at the bottom of the pile (you choose). Play a face-up Sea card, leaving it there.
-
Setup: Set aside a face down Sea pile of 20 unused non-Command Action cards costing up to $4.
                                 

FAQs:
- If you have less than 20 unused non-Command Action cards costing up to $4, use as many as you have.
- If it plays a Duration card, Seafarers stays in play until the Duration card stops having something to do.

First submission: https://i.imgur.com/JHFKjRT.png
Second submission: https://i.imgur.com/ofMbxtt.png

Changed my submission.
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Jonatan Djurachkovitch

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Re: Weekly Design Contest #232: One card, many possibilities
« Reply #32 on: October 01, 2024, 10:57:06 am »
+8

For some reason, I started thinking about Norse mythology, so here is Yggdrasil, the tree that connects the nine worlds.


Quote
Yggdrasil - Event - 9$
Gain one card from each of the set-aside card piles.
-
Setup: Set aside nine unused Action or Treasure card piles.

It's a Populate variant, and maybe should cost $10 or more, but I chose to go for theme over balance.
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NoMoreFun

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Re: Weekly Design Contest #232: One card, many possibilities
« Reply #33 on: October 02, 2024, 01:57:24 am »
0

24 HOUR WARNING
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LTaco

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Re: Weekly Design Contest #232: One card, many possibilities
« Reply #34 on: October 02, 2024, 08:25:31 am »
+2

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emtzalex

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Re: Weekly Design Contest #232: One card, many possibilities
« Reply #35 on: October 02, 2024, 02:24:51 pm »
+8

My Submission:



Quote
Rogue Sorceress • $5 • Action
Trash a card from your hand. Play a set aside card costing up to $2 more than it.

Setup: Set aside 5 unused Action cards costing $2, $3, $4, $5, and $6 respectively.
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he/him/his

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.

kru5h

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Re: Weekly Design Contest #232: One card, many possibilities
« Reply #36 on: October 02, 2024, 08:38:20 pm »
+1

Sorry for changing my mind so much.

I just realized that Elevate is basically just Lost Arts on a random Supply pile. Boring.

Here's my new entry:


(Removed v1)


I previously submitted the below, but I have withdrawn it also.
Experimental
« Last Edit: October 03, 2024, 12:01:17 am by kru5h »
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binbag420

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Re: Weekly Design Contest #232: One card, many possibilities
« Reply #37 on: October 02, 2024, 08:55:04 pm »
+3



Could've fit it all on one card but looks nicer like this. Gives access to expensive cards for cheap, but they degrade over time.
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scolapasta

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Re: Weekly Design Contest #232: One card, many possibilities
« Reply #38 on: October 02, 2024, 09:40:40 pm »
+1

This is a project I designed a while ago (and have entered before) and now there are so many more Events!

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Feel free to join us at scolapasta's cards for discussion on any of my custom cards.

NoMoreFun

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Re: Weekly Design Contest #232: One card, many possibilities
« Reply #39 on: October 03, 2024, 05:16:45 am »
+5

Detailed judging of all cards to come later. Really like the entries for a difficult prompt

Honourable Mention: Hunt has a lot in common with the card I chose as the winner for being something both varied and not close to any official card. The card you get is an inverted traveller which is a cool idea in itself. I think I'd like it better if it wasn't so wildly swingy in power - it's not hard to imagine it being dead in many games. Specifying card costs would help.

Honourable Mention: Yggdrasil - It should probably cost $10, and probably give fewer cards, and I did say I preferred cards like Riverboat to cards like Black Market in early posts. But up here because I'd replace Divine Wind with this in a heartbeat.

Runner up: Mutant - this card seems like it could have been the "Druid" of Menagerie. An option that makes it always worth buying, and from there you could have fun exploring the Ways. None come to mind as completely useless (e.g. Goat - you might only want to trash 1 card).

Winner: Rogue Sorceress - No matter what card it chooses, it is not quite like any official card (the closest being Scrap). You will probably want it as a trasher, and in doing so  you will play with cards you may otherwise ignore. May not need the $6 card in setup (or the $3 but I like that you have choices).

Edit: Other judgements

Colosseum - The $1 discount strikes me as is less important than the access, although if the Event is Bury or Save than it can end up being quite a powerful project. So about paying for access to events. Which I'm not particularly fond of. I think this will often be a "sure why not" $2 even if the underlying events never get bought, and otherwise a buy with potential for buyers remorse

Postpone: Seems more like a trait but I guess wording could be clunky. Hits the mark in terms of being a bunch of new cards. I like that it's non terminal to make the opportunity cost lower (i.e. more spammable(, but I don't see that being as profound as $5s costing $3 from Riverboat. A good card nonetheless.

Chimera: The 3P cost is probably balanced with the card having a good chance of being a lost city +. It's also a bit irritating in terms of openings (Familiar is on my banned cards list). I'd like it more if it cost $6 or interacted with the Potion in some other way. Maybe I'm selling short the way you've matched a very diverse card with a balanced cost? Anyway, cool design, it just inherits a lot of the issues with the entire potion concept.

Way of the Capybara: Probably balanced - strong enough to be worth considering but not going to overtake the Kingdom. Some $4 cards come to mind as being new opportunities for Ways, like Throne Room. Otherwise just seems like more Way of the Mouse.

Designer: Both the effects are much better with non terminals. It's still an interesting card with Terminals, but with spammable cantrips it's too much of an auto-buy.

Catamaran: I like Town particularly for making me rethink Woodcutter. That has potential of happening again with this card, but in general the $3/$4 gap isn't that big, so I can imagine this being bought often in very much the same way as if it was one of the $3 cards (with a little forgettable bonus). Stil I like the design.


Charm School: For balance, and theming,I think it should require discarding a Treasure or maybe an Action. It can be very strong when considering the other "every turn bonus" projects (e.g. Canal).  Always worth a look, my concern is it's just too often a must buy

Committee: Top often just a mispriced vanilla card, and the process to build the card doesn't seem all that critical.

Armaments: Not too many cards it can copy, and an issue is many of them give +$2 which makes the Vanilla effect often just sit there. Just doesn't seem that fun or strong.

Helping Hand: 5 Favours is likely to be too steep for this card to feel rewarding even when it's useful. I think I'd like it better if it did the effect of a $5 card.

Explorer: Some fun things to set up (imagining Turtle or Squirrel) but also seeing that it could end up being a fairly boring gainer. You'd want your deck to maintain its character, and Ways often don't do that.



Seafarers: Very cool design. I don't like that the first time you play it, you don't know that it will do, but that's an easy fix. Same with duration tracking. Would want to playtest in multiplayer to see whether the politics of what cards are available to be played with it are fun or bitter. It would suck for one player to play a bunch  then remove the only non terminal at the end. Worth continuing to explore.

Magnum Opus: As you can often just play this first, the "Magnum Opus" effect happens too often. A $6 treasure playing $5 actions is already strong enough where the card could be retooled to make it the default with extra effort required to hit the mega effect (which is very strong indeed). I'm not really thinking much about what the picked cards are unfortunately.

Venue: Depends very heavily on the event - at $4 or less you get the extra turn events so this could be very powerful, but it could also be a dead project with Borrow, or insane with Maelstrom. Often also a +buy, so I can imagine it being bought a lot  even with mediocre events and a good way to thoroughly explore the event. Generally works pretty well as a project. I think I'd mainly want to see a way to balance it so it isn't obviously weak in some games and broken in others. Maybe Colosseum was closer to the mark after all (but still the same reservations about buying access).
« Last Edit: October 06, 2024, 01:35:29 am by NoMoreFun »
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kru5h

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Re: Weekly Design Contest #232: One card, many possibilities
« Reply #40 on: October 07, 2024, 08:53:30 pm »
0

So... when's the next contest?

faust

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Re: Weekly Design Contest #232: One card, many possibilities
« Reply #41 on: October 08, 2024, 08:12:01 am »
0

Venue: Depends very heavily on the event - at $4 or less you get the extra turn events so this could be very powerful, but it could also be a dead project with Borrow, or insane with Maelstrom. Often also a +buy, so I can imagine it being bought a lot  even with mediocre events and a good way to thoroughly explore the event. Generally works pretty well as a project. I think I'd mainly want to see a way to balance it so it isn't obviously weak in some games and broken in others. Maybe Colosseum was closer to the mark after all (but still the same reservations about buying access).
Honestly I find this critique very strange coming from someone who proclaims to really like Riverboat, because that card has the same limitations. You can get a Riverboat that is completely useless (e.g. Distant Lands) or very underwhelming (like Souk), and you can also get one that is super overpowered for its price point (basically any Smithy variant). I figured that was part of the appeal with this challenge.
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Optimal_Inefficiency

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Re: Weekly Design Contest #232: One card, many possibilities
« Reply #42 on: October 08, 2024, 11:06:58 pm »
0

Seriously, when is the next contest? At this point, should we move on to the runner-up?
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grrgrrgrr

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Re: Weekly Design Contest #232: One card, many possibilities
« Reply #43 on: October 09, 2024, 02:10:52 am »
+1

Well, if emtzalex doesn't show up within the next 12 hours, I'll host the next WDC.
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grrgrrgrr

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Re: Weekly Design Contest #232: One card, many possibilities
« Reply #44 on: October 09, 2024, 02:22:39 am »
0

Venue: Depends very heavily on the event - at $4 or less you get the extra turn events so this could be very powerful, but it could also be a dead project with Borrow, or insane with Maelstrom. Often also a +buy, so I can imagine it being bought a lot  even with mediocre events and a good way to thoroughly explore the event. Generally works pretty well as a project. I think I'd mainly want to see a way to balance it so it isn't obviously weak in some games and broken in others. Maybe Colosseum was closer to the mark after all (but still the same reservations about buying access).
Honestly I find this critique very strange coming from someone who proclaims to really like Riverboat, because that card has the same limitations. You can get a Riverboat that is completely useless (e.g. Distant Lands) or very underwhelming (like Souk), and you can also get one that is super overpowered for its price point (basically any Smithy variant). I figured that was part of the appeal with this challenge.

I believe that you shouldn't lumb $0-$1 costing events with $2-$4 costing ones; they are just an entirely different breed. (with Prism that I won with a few contests ago, I explicitly limited the interval to $2-$4)
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NoMoreFun

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Re: Weekly Design Contest #232: One card, many possibilities
« Reply #45 on: October 09, 2024, 07:04:15 am »
+1

Venue: Depends very heavily on the event - at $4 or less you get the extra turn events so this could be very powerful, but it could also be a dead project with Borrow, or insane with Maelstrom. Often also a +buy, so I can imagine it being bought a lot  even with mediocre events and a good way to thoroughly explore the event. Generally works pretty well as a project. I think I'd mainly want to see a way to balance it so it isn't obviously weak in some games and broken in others. Maybe Colosseum was closer to the mark after all (but still the same reservations about buying access).
Honestly I find this critique very strange coming from someone who proclaims to really like Riverboat, because that card has the same limitations. You can get a Riverboat that is completely useless (e.g. Distant Lands) or very underwhelming (like Souk), and you can also get one that is super overpowered for its price point (basically any Smithy variant). I figured that was part of the appeal with this challenge.

Fair enough. I found the variation more noticeable perhaps because of the variable cost of the event but that's hard to avoid completely.

Well, if emtzalex doesn't show up within the next 12 hours, I'll host the next WDC.

To resolve any ambiguity about who gets to decide, I am fine with this.
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