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Author Topic: Weekly Design Contest #232: One card, many possibilities  (Read 3432 times)

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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WITHDRAWN ALSO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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infangthief

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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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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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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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