Dominion Strategy Forum

Please login or register.

Login with username, password and session length
Pages: 1 ... 3 4 [5] 6  All

Author Topic: Mini-Set Design Contest, Challenge #17: +Buy!  (Read 44746 times)

0 Members and 2 Guests are viewing this topic.

rinkworks

  • Board Moderator
  • *
  • Offline Offline
  • Posts: 1316
  • Respect: +938
    • View Profile
    • RinkWorks
Re: Mini-Set Design Contest, Challenge #17: +Buy!
« Reply #100 on: September 28, 2012, 01:10:16 pm »
0

Quote
In games using this, when you trash a Fool's Gold, you may gain an [This Card].
"An" information leak!

Hahaha.  Believe it or not, I did spend a couple of moments considering changing that to "a".  I left it as "an", though, because I knew I'd forget to change it back.
Logged

eHalcyon

  • Adventurer
  • ******
  • Offline Offline
  • Posts: 8689
  • Respect: +9187
    • View Profile
Re: Mini-Set Design Contest, Challenge #17: +Buy!
« Reply #101 on: September 28, 2012, 01:33:24 pm »
0

My entry this week was a joke but I still twitch a little when people criticize it.  I don't know if I can wait until the results to explain the joke!

Hint: it is a musical joke.




OK, trying to figure out who I actually want to vote for.  Nothing stands out to me this week (at least not in a good way) so I have to be a little less critical.  Taking into account opinions posted by others (especially issues I didn't notice the first time through, e.g. Secret Quest being strictly better than Woodcutter), these are my favourites (none of these are mine -- mine is a joke entry).  (Here, have some more parentheses.)


Sky Diver -- Ugh.  I hate that I am starting to like this.  The dependency on Copper is starting to make me think that this might actually be OK, since it would not function in an engine without Copper.  Hummmm.  But it would fit in just fine in a BM deck, so it's probably still no good.  Ahhhhhhh.

Othello -- a little boring but inoffensive.

Outlaw -- I think this may be my favourite.  It looks rather weak, but not every card has to be killer strong.  It also stacks with itself in a decent way.

Night Driver -- $4 is too cheap for it but I like the concept.  If it won, I would really suggest testing start at $5.  It is weaker than Market (in that it needs a discard) but it is more flexible (second discard to Village with bonus +Buy).

Missile Command -- boring but inoffensive.




OK, yeah, Outlaw is the most interesting to me.  GO OUTLAW!
Logged

Rush_Clasic

  • Apprentice
  • *****
  • Offline Offline
  • Posts: 297
  • never knows best
  • Respect: +80
    • View Profile
Re: Mini-Set Design Contest, Challenge #17: +Buy!
« Reply #102 on: September 28, 2012, 02:00:36 pm »
0

One of these cards is mine and I just had to point something out.  :P

Othello
$6 - Action
+1 Action
+1 Buy
+$1
Reveal cards from the top of your deck until you reveal an Action or Treasure card.  Put that card into your hand. Discard the other revealed cards.
Too weak IMO. Market is one of the weakest 5-cost cards. At 5 I think it'd be fairly strong.

It can't really be a $5 because of Market. I can imagine enough situations where you'd want this over Gold, especially in a deck that's trimmed its Copper count.

Dig Dug
$4 - Action-Duration
Now and at the start of your next turn:
+1 Buy
+$1
--
While this is in play, when you gain a card, you may trash a card from your hand.
This card feels too strong. Merchant Ship at 5 with +1 Buy on each turn had to be nerfed, it was better than Wharf. This loses +$1 on each turn but lets you trash... which actually makes this much more balanced, now that I think about it, since you'll run out of things you want to trash and this will start colliding a lot more due to trashing.

The trash not being forced, it doesn't ever really become awkward unless you have multiples, and even then you can just trash copies to each other.

Pengo
$3 - Action
+1 Buy
Reveal and discard the top three cards of your deck.  If all three are identical, +$4.  If exactly two are identical, +$2.  If there are no duplicates, +$1.
I guess early on you'll most always get a Woodcutter out of this, sometimes only +$1, and occasionally +$4. I'd want to see just how often 3 Copper comes up, it needs to be fairly frequently for this card to work. It's nice that the more you get +$4 the faster you start getting +$1.

If you go Pengo/$4 card, and if my math is correct (which it might not be), then playing Pengo on turn 3 will net you $4 a little over 21% of the time.

Casino
$3 - Action
+1 Card
+1 Action
+1 Buy
Reveal the top card of your deck.  If it is a Ruins, Curse, or a Copper, put it into your hand.
This feels fairly better than Silver in the opening. What happens after the reveal? Discard, put back, choose?

It's just like Wishing Well: the card remains on top. Revealing doesn't actually move anything from anywhere, like how Moat just stays put in your hand after each reveal.

Obelix
$4 - Action
+$2
+1 Buy
--
When you discard this from play, if you gained at least 1 Treasure card, 1 Action card, and 1 Victory card this turn, draw an additional card during this turn's Clean-up phase.
Woodcutter with a tiny, tiny upside, for 4. No thanks.

How many cards would you have to net over the course of a game to make this better than Noman Camp? Camp has that initial buying boost, but this can easily grab an extra 3 cards over the course of a game, more in kingdoms with dual-type cards. It might want +2 Buys to help facilitate that, though.

Joust
$4 - Action
+1 Buy
You may put a Victory card from your hand on top of your deck. If you do, +$3.
Interesting! Woodcutter but you have to Bureaucrat yourself and you get +$1... I think this would be fine at 3-cost.

The jump from providing $2 and providing $3 is a big one. This is basically a cheaper Mandarin part of the time. $3 seems ridiculously low for that sort of effect.

One Armed Man

  • Tactician
  • *****
  • Offline Offline
  • Posts: 410
  • Respect: +88
    • View Profile
Re: Mini-Set Design Contest, Challenge #17: +Buy!
« Reply #103 on: September 28, 2012, 02:11:04 pm »
0

Joust
$4 - Action
+1 Buy
You may put a Victory card from your hand on top of your deck. If you do, +$3.
Interesting! Woodcutter but you have to Bureaucrat yourself and you get +$1... I think this would be fine at 3-cost.

The jump from providing $2 and providing $3 is a big one. This is basically a cheaper Mandarin part of the time. $3 seems ridiculously low for that sort of effect.
Mandarin is great when you have colliding terminals. This just hopes you have a victory card, doesn't get rid of it (like Baron), and gives you no money otherwise.
Logged

rinkworks

  • Board Moderator
  • *
  • Offline Offline
  • Posts: 1316
  • Respect: +938
    • View Profile
    • RinkWorks
Re: Mini-Set Design Contest, Challenge #17: +Buy!
« Reply #104 on: September 28, 2012, 02:14:09 pm »
0

Quick note:  "Pole Position" had some extraneous text in it.  There was an extra use of "Choose one:" in there that was not in the card originally submitted.  I fixed it in the ballot post.
Logged

rinkworks

  • Board Moderator
  • *
  • Offline Offline
  • Posts: 1316
  • Respect: +938
    • View Profile
    • RinkWorks
Re: Mini-Set Design Contest, Challenge #17: +Buy!
« Reply #105 on: September 28, 2012, 02:21:22 pm »
+1

Quote
Phoenix
$5 - Action
+1 Buy
--
While this is in play, Action cards you buy are immediately played.
--
(Rules clarification: This would allow you to play action cards during the buy phase, but only those you are purchasing. This is not optional and does not require leftover actions.)

What happens if I buy Throne Room?  I buy it, it looks for an Action card in my hand and I have to play that action twice, doesn't it?  Except it doesn't according to the rules clarification?  Space-time continuum is disrupted IMO.

The original submission actually included further clarifications that buying Throne Room would result in choosing a card from your hand and playing it twice.  I thought this was an unnecessary clarification and so removed it.

But yeah, buying a Throne Room would mean playing it, and resolving Throne Room's on-play behavior requires playing other cards.  Presumably if you bought a Cultist, you'd play it, and then be able to play other Cultists from your hand.  Because playing those other Cultists is really just a part of resolving the first one.
Logged

rinkworks

  • Board Moderator
  • *
  • Offline Offline
  • Posts: 1316
  • Respect: +938
    • View Profile
    • RinkWorks
Re: Mini-Set Design Contest, Challenge #17: +Buy!
« Reply #106 on: September 28, 2012, 02:30:21 pm »
0

Quote
Breakout
$6 - Action-Duration
Now and at the start of your next turn:
+$3
+1 Buy
--
While this is in play, cards cost $1 more.

Do they cost more for everyone, or just me?

The author confirms the cards cost $1 more for everyone.
Logged

popsofctown

  • Adventurer
  • ******
  • Offline Offline
  • Posts: 5477
  • Respect: +2860
    • View Profile
Re: Mini-Set Design Contest, Challenge #17: +Buy!
« Reply #107 on: September 28, 2012, 03:29:25 pm »
0

I think I hate Gravitar the least.  Maybe even like it.  After you get two provinces, I think you could go for some really cool fancy Duchy rush thing if you transition into Gravitar.  Like, you use double estate to buy a third Province.  Then you start buying a bunch of cheap Duchies, picking up coppers with bonus buys to keep things swimming.  You pile out the Duchies and then you start just buying nothing but Estates.  Meanwhile your opponent's thin deck, because that's the situation you'd wanna do this in, it's choking on itself.  I've won with 3 provinces before, it's tricky but it's gratifying.
It's definitely balanced.
Yeah. Gravitarrr.
Logged

Schneau

  • Saboteur
  • *****
  • Offline Offline
  • Posts: 1174
  • Shuffle iT Username: Schneau
  • Respect: +1461
    • View Profile
    • Rainwave
Re: Mini-Set Design Contest, Challenge #17: +Buy!
« Reply #108 on: September 29, 2012, 04:25:59 pm »
+2

Here are some comments, by category. Submitted cards are getting stronger and less fixable by a price change, which leaves me less to like. I also don't like as many of the mechanics this time around. I submitted a card to the contest.
...

Polk5440 does the best reviews of these. They're not as long, quote some cards but not others, and are well organized. I don't always agree with the opinions, but they definitely deserve some respect. Keep up the good work!
Logged

Polk5440

  • Torturer
  • *****
  • Offline Offline
  • Posts: 1708
  • Respect: +1788
    • View Profile
Re: Mini-Set Design Contest, Challenge #17: +Buy!
« Reply #109 on: September 30, 2012, 12:18:20 am »
+1

Wow, thanks for the compliment!
Logged

Schneau

  • Saboteur
  • *****
  • Offline Offline
  • Posts: 1174
  • Shuffle iT Username: Schneau
  • Respect: +1461
    • View Profile
    • Rainwave
Re: Mini-Set Design Contest, Challenge #17: +Buy!
« Reply #110 on: September 30, 2012, 03:44:34 pm »
0

Quote
Human Cannonball
$4 - Action
+1 Card
+1 Action
+1 Buy
Choose one: Put a Coin token on your [This Card] mat; or remove any number of Coin tokens and get +$1 per removed token.

Aha.  This reminds me so, so much of my $2 card submission.  It reminds me of the original concept, in fact, before I did some tweaking.  And I will indeed expound on this.

A while back, I thought it would be interesting if a set of cards used shared tokens.  The best concept card I came up with was one that would exchange those tokens for +$1.  That's how I eventually created my $2 Card submission, Plunder.

By the name "Plunder" you might surmise that it relates to Pirate Ship.  And so it did.  The original concept used Coin tokens as well, with the intent that it could combo with PS.  This is also why I made the token return worth $2, because otherwise it was always better NOT to return the tokens, because Pirate Ship was worth just as much without powering itself down.

But I didn't keep it on Coin token.  Why did I change it?  Look at the wording for Pirate Ship.  It says, "+$1 per Coin token you've taken with Pirate Ships this game".

The implications are subtle, but important. 

First, since it specifies tokens "taken with Pirate Ships", it means that Coin tokens gained by some other means (like a fan card) would not count towards Pirate Ship.  This already makes tracking difficult, as you have to keep some of your Coin tokens separate.

Second, since it specifies "tokens taken" and not "tokens you have", it means that Coin tokens removed by some other means (like a fan card) do not change the amount that PS produces.  Losing tokens doesn't change how many you've taken!  So that confounds tracking even more.

Anyway, I am slightly miffed at how similar this card is to my own earlier concept, so I probably won't vote for it.  I do realize, of course, that this concept is simple enough that independent minds could easily come up with it, so no cries of copying.  The designer didn't think enough about the implications of using Coin tokens though! ;)

Dude, it uses a different mat. Not that I'm defending the card (not even sure if I like it or not), but it says to put the tokens on the [This Card] mat, not the Pirate Ship mat.
Logged

Schneau

  • Saboteur
  • *****
  • Offline Offline
  • Posts: 1174
  • Shuffle iT Username: Schneau
  • Respect: +1461
    • View Profile
    • Rainwave
Re: Mini-Set Design Contest, Challenge #17: +Buy!
« Reply #111 on: September 30, 2012, 04:53:02 pm »
+1

I decided to only comment on cards that I like this time around. One of which is mine. I mostly liked Market variants this time around. Otherwise, most of the cards were very strong to too strong or had other weirdness issues.

BTW, I'm not a fan of the "do X if you have unused Buys" clauses. They just seem a bit weird.

Othello
$6 - Action
+1 Action
+1 Buy
+$1
Reveal cards from the top of your deck until you reveal an Action or Treasure card.  Put that card into your hand. Discard the other revealed cards.

This card may actually be a bit weak for a $6 card. It acts as a Market that guarantees an Action or Treasure draw. But, Market is on the weaker side of $5, and the gap in strength between $5 and $6 is pretty large - I don't often see picking one of these up over a Gold. But, it's pretty obviously better than Market, so you can't exactly have it at $5. I do like the card, but it would probably be ok to weak as costed.

Dig Dug
$4 - Action-Duration
Now and at the start of your next turn:
+1 Buy
+$1
--
While this is in play, when you gain a card, you may trash a card from your hand.

This seems pretty strong as an opener, and weak after that. Without the trashing, this is obviously weak. The trashing makes it pretty strong - you can use early buys to trash Estates, and could even buy a Copper to trash an Estate. Since it's duration, it can trash Estates on two consecutive turns, which is very strong. Anyway, I sort of like it, but do worry about its strength as a trasher.

Night Driver
$4 - Action
+1 Card
+$1
You may discard up to 2 Cards. +1 Action and +1 Buy per card discarded.

So, there are three options here. With no discarding, the approx. cost is $2, discarding 1 card is like a discarding Market, so a strongish $4, and discarding 2 it is a Worker's Village + $1 + 1 Buy + 2 Discards, probably also a strongish $4. So, since you get options that are pretty strong, this might be better at $5 than at $4, but may be ok as-is. I like the simplicity and the options.

Crossbow
$4 - Action
+1 Card
+1 Action
+1 Buy
+$1
Discard a card.
--
When you gain this, if at least one supply pile is empty, you may put this on your deck.

Market + discard is probably a strongish $4, as I said with Night Driver. But, unlike Lab + discard, I'm not sure it is unworkable, considering Lab is much stronger than Market. You really gain only the +Buy over Oasis, which doesn't seem like a huge addition. The on-gain makes it a bit stronger, since you get it a reshuffle earlier. But, I think it's probably balanced and a fun and simple card.

Missile Command
$3 - Action
+1 Action
Choose one: +2 Cards and discard 2 cards; or +1 Card, +1 Buy.

This is probably fine. I'm not sure how strong the first option is - definitely worse than Warehouse. The second option is basically Market Square. So, both are weak, but maybe having a choice makes this an ok $3? We could use more $3 cards, so I'm fine with that.

Note: This could read: +1 Card, +1 Action, Choose one: +1 card and discard 2 cards, or +1 Buy. Maybe this is a bit simpler, maybe not.
Logged

eHalcyon

  • Adventurer
  • ******
  • Offline Offline
  • Posts: 8689
  • Respect: +9187
    • View Profile
Re: Mini-Set Design Contest, Challenge #17: +Buy!
« Reply #112 on: September 30, 2012, 06:10:01 pm »
0

Dude, it uses a different mat. Not that I'm defending the card (not even sure if I like it or not), but it says to put the tokens on the [This Card] mat, not the Pirate Ship mat.

Good point.  My bad!

Edit: fixing a typo like a day later.
« Last Edit: October 01, 2012, 11:05:46 am by eHalcyon »
Logged

rinkworks

  • Board Moderator
  • *
  • Offline Offline
  • Posts: 1316
  • Respect: +938
    • View Profile
    • RinkWorks
Re: Mini-Set Design Contest, Challenge #17: +Buy!
« Reply #113 on: October 01, 2012, 09:14:45 am »
0

Quote
Space War
$2 - Action
+1 Buy
You may trash this and another copy of [This Card] from your hand.  If you do, gain two differently named cards costing up to $6, placing the card with the lowest cost on top of your deck.

Up to $6 total or up to $6 each? I need clarification before I can critique for sure.

I'm told by the author that each card may cost up to $6.
Logged

Fragasnap

  • Tactician
  • *****
  • Offline Offline
  • Posts: 440
  • Respect: +703
    • View Profile
Re: Mini-Set Design Contest, Challenge #17: +Buy!
« Reply #114 on: October 01, 2012, 08:37:55 pm »
0

These are my favorites:
Quote
Centipede
$6 - Action
+$3
--
While this is in play, when you gain an Action, Treasure, or Victory card that you have not gained this turn: +1 Buy, +$1.
I agree with others that naming all the types probably isn't necessary, but I do rather like the idea, where it technically decreases the cost of every card you purchase by one assuming you only purchase one copy of every card. The combo with Highway and other cost-reducers is obvious. It seems like this would be good for building up some particularly obtuse engines with lots of parts (and those are my favorite kind of decks) or one could grab a Copper to practically turn it into +$4, but that might be a weak use for it.
Quote
Phoenix
$5 - Action
+1 Buy
--
While this is in play, Action cards you buy are immediately played.
--
(Rules clarification: This would allow you to play action cards during the buy phase, but only those you are purchasing. This is not optional and does not require leftover actions.)
This is interesting and I'd like to see how it plays out, but I can't imagine that it would be even decent since you have to buy more copies of the card you want to play (and you can't particularly afford to buy lots of terminal cards) and +1 Buy is an extremely weak effect on a card that doesn't aid you in purchasing any cards. I would like to see this changed into a Woodcutter plus, with some terminal coin and perhaps a reduced cost since playing Action cards in your buy phase often won't lead to much benefit since you mostly have to buy non-terminal actions whose non-terminal aspects will not be of any assistance and card draw is useless at that point. It still might have some clever interactions which would be fun to explore.
Quote
Defender
$3 - Action-Victory
+1 Action
+1 Buy
--
Worth 1 VP
--
When you buy this, if this is the first card bought this turn, +1 Buy.
I like Victory variants, and though the set already has a few, it is practically a sub-theme at this point. The non-terminal buy means this is usually about as useless as an Estate in hand, but it is a vanishing card (in that it provides actions and doesn't draw cards) which would help "draw until you have x cards in hand" cards. And it would also be a welcome sight on a great many tables simply because it has a buy that is easily integrated into an engine.
Quote
Gravitar
$3 - Action
+2 Buys
Gain a Silver.
--
While this card is in play, when you buy a Victory card, +$3.
This is similar to Centipede, but more focused. I still like gaining coins when buying cards, but I think this is much less interesting since this can only be used to hasten purchasing Victory cards-- which mostly means it would work exceptionally well for Feodum (particularly with that Silver gain) and Silk Road, though its interaction with cost reducers is probably not as bad as Centipede's would be since it doesn't provide you with as many buys as unique cards you purchase. At the same time, the two buys are also hard to use for the same reason that Phoenix's buy has such a hard time, but if you have at least $2, you will be able to buy at least 3 Estates, which is not too shabby for a $3 card.
Logged
Dominion: Avarice 1.1a, my fan expansion with "in-games-using-this" cards and Edicts (updated Oct 18, 2021)

nopawnsintended

  • Conspirator
  • ****
  • Offline Offline
  • Posts: 220
  • Respect: +186
    • View Profile
    • My Website
Re: Mini-Set Design Contest, Challenge #17: +Buy!
« Reply #115 on: October 03, 2012, 11:44:00 am »
0

Submit your votes via PM to me by Thursday, October 6, 2012, 10am EDT in the following format:

I may have missed a clarification, but is it Thursday... or October 6?  Same applies to the Reaction competition.
Logged

PenPen

  • Thief
  • ****
  • Offline Offline
  • Posts: 95
  • Respect: +11
    • View Profile
Re: Mini-Set Design Contest, Challenge #17: +Buy!
« Reply #116 on: October 03, 2012, 11:59:14 am »
0

Submit your votes via PM to me by Thursday, October 6, 2012, 10am EDT in the following format:

I may have missed a clarification, but is it Thursday... or October 6?  Same applies to the Reaction competition.

I didn't notice this as well! It's always been on a Thursday EDT deadline though. I submitted mine just now assuming the deadline is Thursday.
Logged

rinkworks

  • Board Moderator
  • *
  • Offline Offline
  • Posts: 1316
  • Respect: +938
    • View Profile
    • RinkWorks
Re: Mini-Set Design Contest, Challenge #17: +Buy!
« Reply #117 on: October 03, 2012, 03:07:31 pm »
0

Uh.  Um.

I guess we ought to go with the later deadline, but it's not the one I intended.
Logged

PenPen

  • Thief
  • ****
  • Offline Offline
  • Posts: 95
  • Respect: +11
    • View Profile
Re: Mini-Set Design Contest, Challenge #17: +Buy!
« Reply #118 on: October 08, 2012, 08:15:08 am »
0

Patiently waiting for the results...
Logged

Polk5440

  • Torturer
  • *****
  • Offline Offline
  • Posts: 1708
  • Respect: +1788
    • View Profile
Re: Mini-Set Design Contest, Challenge #17: +Buy!
« Reply #119 on: October 08, 2012, 04:12:42 pm »
0

Maybe rinkworks lost the votes?
Logged

DWetzel

  • Conspirator
  • ****
  • Offline Offline
  • Posts: 246
  • The Human Edge Case
  • Respect: +272
    • View Profile
Re: Mini-Set Design Contest, Challenge #17: +Buy!
« Reply #120 on: October 08, 2012, 07:54:41 pm »
0

Logged

PenPen

  • Thief
  • ****
  • Offline Offline
  • Posts: 95
  • Respect: +11
    • View Profile
Re: Mini-Set Design Contest, Challenge #17: +Buy!
« Reply #121 on: October 09, 2012, 07:48:00 am »
0

Maybe rinkworks lost the votes?

Hopefully not, but he should be able to check the PM inbox in case he lost the tally.
Logged

rinkworks

  • Board Moderator
  • *
  • Offline Offline
  • Posts: 1316
  • Respect: +938
    • View Profile
    • RinkWorks
Re: Mini-Set Design Contest, Challenge #17: +Buy!
« Reply #122 on: October 09, 2012, 09:20:02 am »
0

Sorry, I forgot last week that Monday was a holiday, and I was basically offline the whole day.  Results and new ballots coming today for sure.
Logged

rinkworks

  • Board Moderator
  • *
  • Offline Offline
  • Posts: 1316
  • Respect: +938
    • View Profile
    • RinkWorks
Re: Mini-Set Design Contest, Challenge #17: +Buy!
« Reply #123 on: October 09, 2012, 11:07:45 am »
+3

The results for the +Buy challenge are (finally) in!  The objective was:

Quote
Create a card that offers at least +1 Buy each time it is played.  The card need not always give +Buy, but it must always (rare edge cases excepted) be possible for the player to choose to get +Buy by playing the card.

I did this challenge in large part to assuage the concerns of many who had noted the relative lack of +Buy in the community set so far.  Those of you who had those concerns may rest easy now:  the votes were spread thin this time around, resulting in a whopping three-way tie for first place.  That means three +Buy cards rejoice in their shared victory and join the set!

Your winners are....

#1 (tie) - Farmers' Market (2) by Jack Rudd with 13 points (Othello)
$6 - Action
+1 Action
+1 Buy
+$1
Reveal cards from the top of your deck until you reveal an Action or Treasure card.  Put that card into your hand. Discard the other revealed cards.

#1 (tie) - Flea Market by Polk5440 with 13 points (Crossbow)
$4 - Action
+1 Card
+1 Action
+1 Buy
+$1
Discard a card.
--
When you gain this, if at least one supply pile is empty, you may put this on your deck.

#1 (tie) - Barge by NoMoreFun with 13 points (Dig Dug)
$4 - Action-Duration
Now and at the start of your next turn:
+1 Buy
+$1
--
While this is in play, when you gain a card, you may trash a card from your hand.


Two of the winning cards are Market variants.  People guessed the name for one of them -- well, what else could you possibly call it?  It's a strong card, but the price tag means it needs just the right deck.  The other Market is an Oasisized Market, which provides +Buy, a little cash, and a little filtering, but drops you down in hand-size.  Unlike Oasis, whose added value to your deck is usually directly correlated with the percentage of junk cards in it, this one is trickier to figure, as you need to also take into account your need for that +Buy.

The third winner is something entirely different:  the set's first Duration card.  It offers +Buy on two separate turns, like Wharf does, but without the extra vanilla bonuses that automatically make that +Buy an important asset.  That's appropriate for a $4 card -- you have to work to make it work for you.  But it could be great for setting up an engine, as it provides the light trashing you need to get it started, then the +Buy that makes it lucrative afterward.  It's also a soft-counter to Curses.  You can't trash incoming Curses, but an incoming Curse will allow you to get rid of one you'd gotten previously.

Just a 1-point drop to the next card in the list.  As I said before, the votes were pretty spread out this time.


#4 - Forest Village by yuma with 12 points (Adventure)
$4 - Action
Look at the bottom card of your draw pile; you may discard it. If you do, +$2 and +1 Buy. If you don't; put it back on bottom, +2 Actions, and +1 Card.

#5 - Exchange by Guy Srinivasan with 10 points (Outlaw)
$3 - Action
+1 Card
+1 Action
+1 Buy
--
When you buy a Treasure you have not yet bought this turn, +$1.

#6 - Fishmonger by Schneau with 9 points (Night Driver)
$4 - Action
+1 Card
+$1
You may discard up to 2 Cards. +1 Action and +1 Buy per card discarded.

#7 - Scrapper by dnkywin with 8 points (Gravitar)
$3 - Action
+2 Buys
Gain a Silver.
--
While this card is in play, when you buy a Victory card, +$3.

#8 - Foundry by RobertJ with 7 points (Quadrun)
$6 - Action
+1 Buy
Trash any number of differently named cards from your hand. +$2 for each card trashed.

#9 (tie) - Machinist by RichardNixon with 6 points (Phoenix)
$5 - Action
+1 Buy
--
While this is in play, Action cards you buy are immediately played.
--
(Rules clarification: This would allow you to play action cards during the buy phase, but only those you are purchasing. This is not optional and does not require leftover actions.)

#9 (tie) - Gallery by Rush Clasic with 6 points (Obelix)
$4 - Action
+$2
+1 Buy
--
When you discard this from play, if you gained at least 1 Treasure card, 1 Action card, and 1 Victory card this turn, draw an additional card during this turn's Clean-up phase.

#11 (tie) - Tornado by popsofctown with 5 points (Star Raiders)
$2 - Action
+1 Action
+1 Buy
--
While this is in play, when you buy a card, gain a card costing exactly $2 more.
--
When you discard this from play, trash it if you have any unused Buys.

#11 (tie) - Dweller by nopawnsintended with 5 points (Space War)
$2 - Action
+1 Buy
You may trash this and another copy of Dweller from your hand.  If you do, gain two differently named cards costing up to $6, placing the card with the lowest cost on top of your deck.

#11 (tie) - Prince by Powerman with 5 points (Missile Command)
$3 - Action
+1 Action
Choose one: +2 Cards and discard 2 cards; or +1 Card, +1 Buy.

#14 (tie) - Poseur by PenPen with 4 points (Street Racer)
$2 - Action
+1 Buy
All players (including you) reveal a card from their hand. All cards revealed this way cost $1 less this turn, but not less than $0.
--
If you did not buy any copies of the revealed cards, you may put this card on top of your deck.

#14 (tie) - Farmer's Market (1) by DWetzel with 4 points (Sky Diver)
$4 - Action
+$2
+1 Buy
Discard a Copper, or reveal a hand with no Copper.  If you did discard a Copper, +1 Card, +1 Action.

#14 (tie) - Gambler by Kirian with 4 points (Pengo)
$3 - Action
+1 Buy
Reveal and discard the top three cards of your deck.  If all three are identical, +$4.  If exactly two are identical, +$2.  If there are no duplicates, +$1.

#14 (tie) - Stock Market by Qvist with 4 points (Human Cannonball)
$4 - Action
+1 Card
+1 Action
+1 Buy
Choose one: Put a Coin token on your Stock Market mat; or remove any number of Coin tokens and get +$1 per removed token.

#14 (tie) - Holy Day by Saucery with 4 points (Battlezone)
$4 - Action-Duration
Set aside a card from your hand. At the start of your next turn, return it to your hand and gain +1 Card, +1 Action, +1 Buy.
--
When a player plays an Attack card, they may discard a Treasure card. If they do not, players who have a Holy Day in play are unaffected by the attack.

#19 (tie) - Bath House by Graystripe77 with 3 points (Millipede)
$4 - Action
+1 Action
+1 Buy
+$1
Trash one or three cards from your hand.

#19 (tie) - Merchant by Mecherath with 3 points (E.T.)
$5 - Action-Reaction
+1 Card
+1 Action
+1 Buy
--
When you buy a card you may discard this.  If you do, +$3.

#19 (tie) - Foreign Merchant by Fragasnap with 3 points (Centipede)
$6 - Action
+$3
--
While this is in play, when you gain an Action, Treasure, or Victory card that you have not gained this turn: +1 Buy, +$1.

#19 (tie) - Magistrate by Tables with 3 points (Asteroids)
$5 - Action-Attack
Choose one: +$3 or +3 Cards.
Each other player chooses one: they trash a card from their hand, or draw a card and discard a card from their hand.
Choose one: +1 buy and each other player gains a Copper; OR trash a card from your hand and each other player with four or more cards in hand discards a card.

#23 (tie) - Champion by One Armed Man with 2 points (Xenophobe)
$6 - Action
+1 Buy
+$5
Discard 3 cards or 1 Champion.

#23 (tie) - Fortune Hunter by Tejayes with 2 points (Vanguard)
$4 - Action
+1 Buy
--
While this is in play, when you buy a card, gain a Gold if you have no Treasures in play. Otherwise, gain a Silver if you have no Golds in play.

#23 (tie) - Ark by Adrienaline with 2 points (Pac-Man)
$4 - Action
+1 Action
+3 Buys
+$3
--
If you have unused buys at the end of the turn you play this card, trash this card.

#23 (tie) - Ferry by Sakako with 2 points (Krull)
$5 - Action-Duration
+1 Buy
+$1
On your next turn: +1 Buy.
Choose two non-empty piles from the supply. Place a Plus token on one and a Minus token on the other.
--
While this is in play, cards from supply piles with Plus tokens on them cost $1 more and cards from supply piles with Minus tokens on them cost $1 less (to a minimum of $0). When this leaves play, remove one Plus token and one Minus token from supply piles.
--
(Rules clarification: The maximum change in price is $1, even if there are multiple Plus or Minus tokens on a pile. If there are both Plus and Minus tokens on a pile, there is no change. If you play this card with a multiplier such as Throne Room or King's Court, there will be tokens left on piles once Ferry leaves play, but if nobody has one in play, the tokens will do nothing.)

#23 (tie) - Exhibition Hall by Fuu with 2 points (Defender)
$3 - Action-Victory
+1 Action
+1 Buy
--
Worth 1 VP
--
When you buy this, if this is the first card bought this turn, +1 Buy.

#23 (tie) - Jeweler by werothegreat with 2 points (Combat)
$5 - Action
+1 Buy
--
While this is in play, whenever you play an Action, +$1.

#23 (tie) - Great Buy by Bella Cullen with 2 points (Casino)
$3 - Action
+1 Card
+1 Action
+1 Buy
Reveal the top card of your deck.  If it is a Ruins, Curse, or a Copper, put it into your hand.

#23 (tie) - Monopoly by Drab Emordnilap with 2 points (Breakout)
$6 - Action-Duration
Now and at the start of your next turn:
+$3
+1 Buy
--
While this is in play, cards cost $1 more.

#31 (tie) - Tavern by Michaelf7777777 with 1 point (Surround)
$4 - Action-Duration
+1 Buy
+$1
--
At the end of your Buy phase, set aside one card from your deck for every unused buy face down. At the start of your next turn, put them into your hand.

#31 (tie) - Royal Chambers by angrybirds with 1 point (Space Invaders)
$6 - Action
Reveal an Action card from your hand, play it up to three times.
If you play it once: +1 Buy, +$3.
If you play it twice: +1 Action, +1 Card, +$1.
If you play it thrice: trash the Action card.

#31 (tie) - Art Gallery by Robz888 with 1 point (Secret Quest)
$3 - Action
+1 Buy
When you play this, +$1 per Buy you have.

#31 (tie) - Troubadours by eHalcyon with 1 point (Road Runner)
$5 - Action
+2 Actions
+3 Buys
--
In games using this, when you trash a Fool's Gold, you may gain an Troubadours.
--
Setup: Add Fool's Gold as an extra Kingdom card pile.

#31 (tie) - Bartering Chip by jotheonah with 1 point (Pole Position)
$5 - Treasure
If this is the only Treasure you play this turn, choose 2. Otherwise, choose 1: +$1P; OR +$2; OR +$1, +1 Buy.

#31 (tie) - Metropolis by PurplePotato with 1 point (Moon Patrol)
$3 - Action
+1 Buy
Discard any number of cards. For each card discarded this way, +1 Card, +1 Action.

#31 (tie) - Surveyor by Archetype with 1 point (Joust)
$4 - Action
+1 Buy
You may put a Victory card from your hand on top of your deck. If you do, +$3.

#31 (tie) - Marauder by ignorentmen with 1 point (Ikari Warriors)
$5 - Action-Attack
+1 Buy
+$3
Discard one card; if you do, each other player gains a Curse card.
--
While this is in play, if you buy an Attack card; play it immediately.

#31 (tie) - Master Merchant by jamespotter with 1 point (Galaxian)
$4 - Action
+2 Cards
+1 Buy
Discard 2 cards. Reveal your hand. If you have 2 or less treasures in it, +$3 and gain a silver.

#31 (tie) - Escrow by Davio with 1 point (Egg Catch)
$3 - Action-Duration
+2 Cards
Set aside any number of Treasure cards from your hand face up on top of this card.
During the buy phase of your next turn: +1 Buy and play the set aside cards in any order.

#41 (tie) - Vagabond by Buggy with 0 points (Mario Bros)
$2 - Action-Duration
+$3
+1 Buy
At the start of your turn: +$1.
--
During your Clean Up phase, place Vagabond in play for the player to your right.

#41 (tie) - Larder by Nicrosil with 0 points (Jungle Hunt)
$3 - Action
+2 Cards
+1 Action
+1 Buy
Reveal and discard 2 cards. If both cards discarded were Actions or Treasures, +1 Card.
Logged

Qvist

  • Mountebank
  • *****
  • Offline Offline
  • Posts: 2400
  • Shuffle iT Username: Qvist
  • Respect: +4086
    • View Profile
Re: Mini-Set Design Contest, Challenge #17: +Buy!
« Reply #124 on: October 09, 2012, 11:19:24 am »
0

I'm glad that Dig Dug aka Barge won, very interesting idea. Congrats NoMoreFun.
On the other hand I'm very surprised that variants of existing cards (Farming Village + Market, Oasis + Treasury + Market) were voted so often, I didn't like them so much, although the When-gain effect of Flea Market makes it at least more interesting.
Pages: 1 ... 3 4 [5] 6  All
 

Page created in 0.073 seconds with 24 queries.