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1
Weekly Design Contest / Re: Weekly Design Contest #170: 2/7 Offsuit
« on: December 01, 2022, 10:49:20 am »


I've tried a few $2 Attacks before, so let's try a $7 cost. School of Witchcraft is an Action-Attack-Victory that gains $5s and Curses opponents if they have an Attack in their hand (rival schools don't really like each other I guess). You also get points for each unique Attack card you have at the end of the game. Obviously a more powerful Alt-VP strategy on boards with lots of different Attacks, but should still be worth going for even when it's the only Attack. You of course will likely get Cursed more though if you have more Attacks. Hufflepuff forever.

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WDC #169: I Am Not Throwing Away My [One-]Shot

Commentary & Results


Appreciate y'all's patience. Thanks everyone for the submissions, I know one-shots are very tricky to design and price, so nice work everybody.

OPs are linked, shortlisted entries are bolded, enjoy!



Schrödinger's Cat by Builder_Roberts
A Moat that can also be a one-shot double Lab. $4 seems a bit pricey when compared to things like Encampment or Experiment. Of course, the below line is the most interesting part of the card, and while it's cool and there are a few mind-bending interactions out there, I'm struggling to see if it's really worth the extra FAQ and complexity when you could just swap out "You may trash this for" with "You may return to the Supply for" and essentially have the exact same card. I think a return to Supply version for $3 would be balanced.

(Untitled) by fika monster
Too much text for my taste, this one-shot will thin a card from your hand and then gain a card from the trash costing less than the combined cost of (untitled) and the card you trashed. I'll ignore the set-up part for a second, this is very weak when trashing the cards you usually want to trash. Trashing a Copper lets you gain a $2, and trashing an Estate lets you gain a $4. You have to trash at least a $3 cost to gain a $5, at least Dismantle nets you the Gold when trashing Estate. I would recommend allowing gaining a card up to the same, or perhaps adjusting the price of the card. The set-up adds way too much unnecessary complexity, adding stuff to the trash, reducing the size of all the piles (which especially messes with split piles), and fiddling with the endgame conditions.

Excavate by Augie279
A Treasure Map that you only need one of. I like the Cornucopia vibes here of checking for uniques in play, and this rewards building up a deck that can maximize the Excavate trash when you're ready for it. It's a bit reminiscent of the event Commerce, though this is usually a bit easier to activate. The only thing I don't care for is the Debt price, which feels a little out of place--honestly, I think a price of $6 or possibly even $5 would work okay here, though the Debt works I suppose.

Ocean Wave by BryGuy
A one-shot terminal draw that puts any non-Treasures from the top 6 cards into your hand, and offers an overpay option to gain a second one. There are a few wording adjustments needed ("Put the Treasures back in any order" and the using the new overpay language). This can provide a pretty nice big draw on a single play, and getting two of them for $4 isn't a bad deal, but the biggest problem is that you need both trashing and village support to really make it worth it. In games where you're missing one or both of these, Ocean Wave simply won't be helpful.

Sieve by majiponi
A cheap payload generator, I like this one a lot. You basically spend $2 to gain a Silver and a Gold, with an extra coin the turn you play it at the cost of an extra Copper. A solid opener, especially on a 5-2, and it actually works okay mid-game as well once your deck can better handle the stop cards. Solid entry, and love the simplicity.

Stash House by emtzalex
A Warehouse that can trash itself to be a handsize increaser instead of decreaser. I like where this is going, but without seeing the rest of your turn, it will be hard to know when trashing your Warehouse will really be worth it (similar to the Mining Village problem). Typically, you get sifters to help gain deck control when trashing or draw are slow or restricted. The one-shot effect can give you a few extra cards once, which maybe those extra two cards make a difference, but the bonus doesn't really help you do anything to eliminate the need for a Warehouse. At the very least, it could be a decent opener if there's a strong $3 you want to make sure you play on the first shuffle like Steward or something, and it can get out of the way once you don't need the sifting anymore. 

Deer Stalk by Ethan
A $5 Smithy that you can trash for VP depending on how many Victory cards are in your hand. I like the idea, and it reminds me of Wild Hunt (with a hint of Investment sprinkled in), however I don't think it compares very favorably to Wild Hunt. Especially if Deer Stalk is your only draw, you likely won't pop these until the very end of the game (sort of like you do with Mining Village) and the VP dump can be quite sudden (vs. Investment where you don't mind trashing these midgame once they've served their thinning purpose). Wild Hunt doesn't require you to trash your Smithy, and the player interaction also forces VP to be gained throughout the game instead of only on the last turn. 

Hero's Demise by Sumrex
An Encampment variant that trashes itself if you have 3 or more unused Actions. You essentially cannot play two Hero's Demises in a row without losing one, and I like that this forces players to play things in a certain order and keep a good number of terminals around to ensure they don't have to play two of these in a row, or just mindlessly play these as your only source of draw. I think it plays differently enough from Encampment to exist and trashing vs. return to the Supply makes losing them feel much more painful. Nice one!

Prospecting Town by JW
A Village that you can exchange for Golds if you have multiple copies of them in play. I don't care for the current multiples wording, but I get why it's there. It's a pretty neat idea, and I like that you can convert your Villages into payload later. There's possibly a way to make it so players could decide on the Gold exchange mid-turn for gain-and-play stuff, but I think this works well as is, and also avoids the issue Mining Village often has where you decide at the end of your turn once you've seen everything. 

Pawnshop by weretheruler
I was hoping someone would submit Bomb :). Pawnshop is either a one-shot Masquerade (without the passing) or a Moat with a gain from trash effect (it's not a one-shot if you choose that one, correct?). I think this is okay, $4 feels a bit expensive when compared to Masquerade, but you can always get a second one to gain the first one back. The gain-from-trash should probably have either a cost or non-VP card restriction.

Travelling Book Merchant by lompeluiten
First, that is a very long card name! Try mocking it up, it's a pretty tight squeeze to fit on the card :) This card reminds me a bit of Raze where you can trash a card from your hand or itself and get some draw. The self-trash option is a double Lab which makes it a bit like playing two Horses, quite good of course. The other option feels really bad though--Trade Route has taught us all that terminal, single card trashing is way too slow in most games. Compared to Raze, which at least is always non-terminal, and can draw a card sometimes when you trash Estates, I think making this always non-terminal (or at least giving some other bonus for the non-one-shot option) would be worth it to make this more than just a double Horse.

Crusader by czzzz
A one-shot Duration with a next-turn double-lab + village effect, which is quite strong, and comes with a half-Bonfire on purchase, yeeha. The +1 Action may be a little hard to track since you trash it, but it's maybe not too big a deal. This feels balanced at $4 and it's definitely worth opening since it thins and can help spike $5 on the second shuffle. Midgame, these can help keep your engine kick off until they run out. Nice one!

Bricks by nagdon
A big Remodel one-shot that can turn Estates into $5 (or $6s) and Coppers into $4 (including more Bricks). The Altar comparison is apt. Return to the Supply instead of trashing helps keep this relevant into the end game which is nice. It's a bit slow early game since you have to keep regaining them, to keep your remodeling going, but it seems fine. I do wonder if adding +1 Action would make it feel a bit more exciting and allow for gain and play stuff, though piledriving loops may be a little too easy then.

Mask Salesman by kru5h
Bonus points for the Ocarina of Time reference :). Mask Salesman is a cheap, one-shot Command card that lets you play a $5 card. Not a bad opener, especially when there's $5s like Sentry or Count which you'd like to play on the second shuffle but didn't get the 5-2 (or better yet, when you do). And then this allows spare buys and Workshop variants to gain one-shot $5 plays which can be a solid play throughout the midgame as well. The one change to potentially explore would be to see if the pile runs too quickly, and you could try a return to the Supply one-shot instead. Really like this one.

Study by xyz123
A big Library that trashes itself if you've already got one in play. It's simple which I like, but as others have pointed out, draw to 8 is often a Hunting Grounds or better on the first play, which is already quite strong ($4 was definitely way too cheap). Playing with only one of these gets around the one-shot restriction entirely. Getting Draw to X cards to work in most engines requires other parts, namely +Actions, and disappearing money, and I suppose on the rare board that has all of these, you might put up with the one-shots to get a few good turns in, but I worry it will be too much of a drawback for players to really commit to multiples and basically just play with one of them.

Morgue by NoMoreFun
Morgue is a $3 Hunting Grounds that disappears if you don't discard an Action card at the start of your Buy phase. Really glad you made the switch to discard vs. just reveal, which makes it much harder to keep multiples since you need a leftover Action card for each one you play. Obviously, $3 for +4 cards is quite good for a terminal draw, and even if you lose them, $3 isn't too bad to rebuy or gain with Workshops. It's not bad in money decks either since you can just get a lot of them and have them discard extra copies. This one also reminds me of Encampment, but it's usually a little easier to keep around since you don't have to discard until the end of the turn (vs. Encampment which requires you to reveal after each play). I like it!

Adorn by anordinaryman
It's a Night Improve that can work on things other than Actions. You can use it as a poor man's Monastery, and eventually trash it into a $5, but it can also do more exciting things by upgrading your cheaper Action cards into stronger ones. I don't love the Copper junking--like I get why it's there, but it feels like a really steep penalty, and takes away a bit of the fun of using this as a Feast when you're finished with it.

Burnt Offering by Xen3k
The wording is a bit confusing here, but if I understand correctly, this is a one-shot that turns itself into a Gold, and then trashes your hand, remodels each of the uniques, and gains you an extra Copper for each one. Okay. So there's a lot going on here. Trashing hand can be usually really powerful (see Count), but it's something that gets harder and harder to do as the game goes on. Burnt Offering mitigates this a bit with the Remodel thing since you can still trash your hand and regain a card you didn't really want to trash, or get a better one. What I don't understand though is the Copper gaining. Unless I'm missing something here, it seems like this pretty much hoses any benefit that trashing your hand would get. Say you open Burnt Offering and draw it turn three with 3 Coppers and an Estate. You'll gain a Gold, thin 3 Coppers, gain an Estate, gain a Copper, thin an Estate, gain a $4, gain a Copper. So you really only net thinning one Copper here, which doesn't feel great. The mass remodel thing is different and cool, but I think the Copper junking is too much. You could make it trash itself into a Gold and a Copper if you wanted to keep an element of it, but gaining a Copper for each unique just seems too weak.

Gunpowder by SignError
A Woodcutter that offers an optional one-shot for either a Chapel effect or a Militia attack. The trashing option is very good, and makes this a strong opener similar to Chapel or Steward or Count, but you get some economy out of it too. It's hard to see the Militia option really coming into play, since once you've thinned out your cards, there's not much need to buy this for anything other than the +Buy, and the discard attack doesn't feel like enough of a bonus (since it offers no additional benefit to you) to lose your Woodcutter over. Perhaps there could be another option instead like gaining a card, a more powerful attack (like Pillage), or something else that helps you and not just hurts your opponent.

Pupil by Gubump
One-shot Apprentice. Not bad for Estate trashing early I guess, and the below line lets you always open with it. It's weak for Copper trashing, and especially in games with limited trashing, I don't foresee there being enough of these left to really generate big draws from trashing Golds, etc. I think the below-line is fine? I can't think of any instances in which it matters that the card can have different costs simultaneously--like Peddler, it basically just means you can always buy/gain it for $2, but otherwise it costs $5.

Venture Capitalist/Seed Money by spheremonk
There's three cards here, but I'll let it slide, I guess? Venture Capitalist comes with the Heirloom Seed Funding, which is similar to Stockpile. VC can trash a Silver (or a Seed Funding) to gain a Financing which is a powerful one-shot trasher that gains back any trashed Seed Fundings. VC suffers from Urchin syndrome where you have to line it up with a target, which will make it very swingy of who gets their Financing first. Additionally, I don't like that Venture Capitalist cannot trash other things--why not let it trash a card from your hand and then if it's a Treasure that costs $1 or more (or whatever threshold you want) then it can one-shot? The Seed Funding messes with the opening like Cursed Gold, but it's a more automatic decision which isn't as interesting. Anyway, I think the combination of ideas has some potential, but it could use some streamlining. 

Swordsmith by exfret
Another $5 Smithy that lets you trash it to make it non-terminal. There will be games where you save these up for a big mega-turn at the end, but I think in most situations, blowing up your Smithy for just an extra Action is too hard of a sell. The below line is neat though, I'm surprised I've never seen that as an on-gain effect, but it's a nice way to make good use of a dead-drawn Action card.

Recycled Goods by X-tra
I remember this one, I think from another contest that I judged actually haha. Recycled Goods is a one-shot Plunder and you can often get them for free when gaining Duchies and Estates. It's not a bad opener, as it's does the Silver thing of helping you hit $5 (plus throws in a free VP) and then nicely gets out of the way. As I said last time, I don't know how often you'll go out of your way to pick up early Estates and Duchies for free ones, but I do really like that this helps someone trying to catch up with Duchies by providing free Silvers and extra VP. 

Infrastructure by arowdok
Wow, so I guess it's a one-shot Project! Didn't think it would be possible, So basically, Infrastructure is a Royal Carriage that you can use whenever you want, and don't need to wait to get onto your Tavern Mat. 5 Debt feels expensive for a single extra play, so I would recommend playing with the pricing and bonus a little more. Definitely an idea that's worth exploring though.

Maid by LTaco
A cheap Liaison like to Bauble. Similar to Infrastructure this lets you trash it to replay an action. This one does require you to line it up with an Action you want to replay, and as a one-shot it will be tricky to know when the right time is to replay it. At least they are easy to gain, which helps mitigate the issue a little bit, at least until they run out. 

Trailblazer by Erick648
A sort of terminal Forum that can one-shot to play again. Obviously this wants +Actions, though the sheer volume of cycling means it's probably decent in a money deck too. The one-shot just about guarantees you find the right hand of cards you need since you get to pick the best 5 of 15 cards. I like the simplicity, though my one suggestion would be to playtest and see if draw 5 discard 4 is too centralizing. 4 and 3 might work better at the $3 price point.



Honorable Mentions: Excavate by Augie279, Hero's Demise by Sumrex, Prospecting Town by JW, Crusader by czzzz, Morgue by NoMoreFun, Trailblazer by Erick648

Runner Up: Sieve by majiponi

WINNER: Mask Salesman by kru5h



Congrats to kru5h and thanks everyone for participating!

3
Hey everybody, I'm about 2/3 of the way through the judging (there were a lot of cards this week!) and will need a bit more time to finish. Appreciate your patience, and check back for final results tomorrow!

4
Contest closed. I'll update this soon with the list of entries I have. Hoping to have judging completed by tomorrow evening.

5
I'm a little late on this, but here's a 24 hour warning to get your submissions in.

6
Would Seize the Day from Menagerie count?

I'm going to say no on that one. While mechanically it does have the one-use only idea going for it, I'm looking for cards that fulfill the traditional definition of one-shot, cards that can remove themselves from your deck.

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WDC #169: I Am Not Throwing Away My [One-]Shot

Hello again, everybody! Here's this week's contest:

Design a card that is (or can be) a one-shot.

As a reminder, a one-shot is a card that can remove itself from your deck after playing it, via trashing itself, setting aside, returning to its pile, etc.

Acceptable submissions include:
  • Mandatory one-shots which are always one-use only, such Island, Treasure Map, Pillage, Distant Lands, Changeling, Acting Troupe, or the now removed Feast or Embargo
  • Conditional one-shots which are optional or only trigger at a certain threshold, such as Mining Village, Investment, Horn of Plenty, Fool's Gold, Death Cart, Hermit, Knights, Urchin, Raze, Engineer, Encampment, Farmer's Market, Small Castle, Pixie, Tragic Hero, or Acolyte.
  • Non-supply one-shots, such as Madman, Spoils, Horses, or Wishes

Other rules and suggestions:
  • While many Travellers are technically optional one-shots, for the sake of this contest (and my judging time), let's stick to a max of two total cards per submission.
  • I prefer submissions where in most instances, the one-shot trigger permanently removes the card, vs. only temporarily (excluding edge cases like from-trash-gainers). So try to avoid Reserve cards like Rat Catcher or Wine Merchant which can bring themselves back into your deck, back and forth exchangers like Vampire and Bat, or things like Stockpile which is often only removed temporarily.
  • Your submission itself must have a way to be a one-shot on its own vs. requiring other cards, so things like Procession, Way of the Horse, or Way of the Butterfly will not be accepted.
  • I know there's a bit of nuance here on what constitutes a one-shot, so to make things easier, if I believe your submission meets all the requirements, I'll give it a +1.
  • Your submission should have a clear and compelling reason to have a one-shot trigger, and especially for conditional one-shots, it should make for interesting decisions of when to use it or not.
  • As mentioned above, I will accept non-Supply cards or split piles as part of your submission, just try to keep things to no more than two cards if you can.
  • Don't make me squint. Eliminate unnecessary words and complexity where possible.

Judgement Details:
  • Entries and revisions must be submitted by 5:00 PM CT (11:00 PM UTC) on Saturday, November 26. I'll have results posted on or before Monday, November 28.
  • Entries will be judged on ingenuity, balance, simplicity, and creative/appropriate use of the one-shot mechanic.

Have fun! While it feels like one-shots have gotten increasingly rare in Dominion these days, it was surprising to see how many there still are, and it feels like there's a lot of design space people can go with both mandatory and conditional options.

I'm excited to see your designs!



Entries:

Schrödinger's Cat by Builder_Roberts
(Untitled) by fika monster
Excavate by Augie279
Ocean Wave by BryGuy
Sieve by majiponi
Stash House by emtzalex
Deer Stalk by Ethan
Hero's Demise by Sumrex
Prospecting Town by JW
Pawnshop by weretheruler
Travelling Book Merchant by lompeluiten
Crusader by czzzz
Bricks by nagdon
Mask Salesman by kru5h
Study by xyz123
Morgue by NoMoreFun
Adorn by anordinaryman
Burnt Offering by Xen3k
Gunpowder by SignError
Pupil by Gubump
Venture Capitalist/Seed Money by spheremonk
Swordsmith by exfret
Recycled Goods by X-tra
Infrastructure by arowdok
Maid by LTaco
Trailblazer by Erick648

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Weekly Design Contest / Re: Weekly Design Contest #168: Turkey Time
« on: November 18, 2022, 09:29:05 pm »
Thanks for the win, Chappy7! Fun contest prompt and I enjoyed seeing the many tasty-looking submissions.

I'll get the next contest up in the next day or so.

9
Weekly Design Contest / Re: Weekly Design Contest #168: Turkey Time
« on: November 10, 2022, 11:41:25 pm »


Cupbearer is a cantrip sifter similar to Border Guard and Miller, letting you pick one card from the top three of your deck and discard the rest. Additionally, you can also turn it into a one-shot to trash the other two cards (your Cupbearer drinks the "poison" out of your deck and sadly perishes).

A nice opener as a sort of one-shot Sentry, but still a handy utility card throughout the game if you decide to keep it around or buy additional copies. Priced at $4 to prevent opening double Cupbearer.

10
Weekly Design Contest / Re: Weekly Design Contest #167: Monster Mash
« on: October 26, 2022, 03:48:53 pm »


Lots of dual-type Ways so far. Here's another one, an Artifact-Way! Way of the Dead is an Artifact that allows you and only you the ability to play any Action as a Necromancer. The Artifact comes from Mummy, a Salvager variant that Curses. Trashing an Action with it will let you seize Way of the Dead for yourself, and potentially set up some nice things for you (or eventually an opponent) to play with it.

11
Weekly Design Contest / Re: Weekly Design Contest #167: Monster Mash
« on: October 25, 2022, 04:50:15 pm »
Ah, gotcha, withdrawing then and will come up with something different.

12


Bargainer is a Woodcutter with a Haggler-like reaction that lets you discard it to gain a cheaper card than one you or someone else purchased. Unlike Haggler, this can gain other VP cards, but it usually only works once per turn since you have to discard it. On your own turns, it can sort of function like Charm where you can decide if the the +$2 and Buy is worth more vs. the Haggler reaction. On other people's turns, if it's in your hand, you can sneak in a free gain (they buy Province, you nab a Duchy on the house).

13
Excellent contest and judging by NoMoreFun! With Redoubt, I knew there was probably some autopile interaction out there somewhere but I couldn't think of any at the time. Haha and of course it's Watchtower, one of the cards that inspired Redoubt, sitting right in front of me. I'll may have to workshop this one a bit to prevent things like that, but appreciate the feedback otherwise. Congrats to Udzu!

14


Fortress has always been one of my favorites and was one of the first Dominion cards to really blow my mind when it was first revealed--whoa! A card you can't trash! Ever since, cards with unique on-trash benefits like Hunting Grounds, Rats, Cultist, Lich, and most recently Trail have been exciting additions, for all the fun interactions they add to TfB cards and other trashers.

Redoubt is a non-terminal Watchtower with an on-trash Wish effect. It can do the Fortress thing sorta and gain a copy of itself back to your hand (until they run out), but you can also pop it for a Gold, Duchy, or other key Action cards in a pinch.

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Weekly Design Contest / Re: Weekly Design Contest #164: Read the Fine Print
« on: September 27, 2022, 03:14:44 pm »
It will be fine in most games, but I don't like that the penalty will unnecessarily hose other cards that use the Tavern Mat, especially things like Miser, Ratcatcher, Distant Lands, and Wine Merchant which all encourage putting multiples of themselves (or Coppers in Miser's case) on the Tavern Mat. The simplest fix would be to just create a separate mat that's used just for Mad Alchemist. You also could then put the scoring instructions on the mat and eliminate the need for States.

16
Weekly Design Contest / Re: Weekly Design Contest #164: Read the Fine Print
« on: September 21, 2022, 03:06:34 pm »


City of Gold is a pretty straightforward alt-VP card, like a Feodum that counts Golds instead of Silvers. You get a nice 1:1 ratio vs. Feodum's 3:1, but each one you gain lets your opponents gain a Gold (and making their Cities of Gold worth more).

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Weekly Design Contest / Re: Weekly Design Contest #163: Cleaning The Banlist
« on: September 12, 2022, 09:00:05 pm »


I still don't understand how Bureaucrat survived into the 2E Base, but man that card is so bad, even worse than some of the 1E removals like Woodcutter and Feast, which sure were boring, but at least usable on most boards. Bureaucrat usually just means a 9-card Kingdom.

Since Clerk from Prosperity 2E is already basically a "fixed" Bureaucrat, Scrivener is a more exotic variation as a cheap one-shot Attack with a non-terminal Armory on top (letting you gain more than just Silver) and then Clerk's same half-Ghost Ship attack. Opening with Scrivener kind of allows you to open with two $4s (though one will often miss the shuffle), with a mild Attack thrown in.

And hey, if you ever miss Bureaucrat, Scrivener can even do an imitation by topdecking Silver and forcing opponents to topdeck VP cards, except it's way better because afterwards you don't still have a Bureaucrat in your deck.

18
Weekly Design Contest / Re: Weekly Design Contest #162: You Can Trip at $5
« on: September 02, 2022, 04:05:11 pm »
An empty deck/discard with a Sewing Circle and at least one other cantrip in hand can empty the pile instantly which I'm never a fan of. That said, I still think it's a neat idea. The card it reminds me most of is actually Groom, which can also cantrip gain, can gain and play copies of itself (it loops pretty easily with +Actions, Groom+Horse can gain Groom+Horse, etc.), usually ends games in 3 piles, and it only costs $4. The biggest issue is that it's way easier to multiply these that to multiply Grooms since you don't need the +Actions. I wonder if adding a "(if you haven't gained one this turn)" after the "gain a Sewing Circle" might be enough to mitigate the autopiling issues.

I'm not sure that's correct. Because SC gains after it draws, there has to be one waiting in the discard pile when you play another. Otherwise, you could pay a SC (drawing nothing because your deck/discard is empty) to gain a SC, then play the other cantrip to draw the 2nd SC, but when you played that, it wouldn't draw anything, and the other SC would be stuck in your discard. To autopile, you'd either need 2 SC in your hand or 1 in hand and there other one to be the only card in your discard/deck. (Rats works exactly the same way, but it also trashes cards). There's a fairly big difference between needing 2 of them and needing just 1, but there is still the possibility of autopiling. (You can also simulate having 2 SCs with a throne variant, and you can accomplish the chaining by playing a card that lets you topdeck on-gain [Tracker, WotSeal]).

I hadn't thought of the autopiling issue. I may have to come up with something to deal with that.

Ah yep, that's right, I forgot the gain happens after cantrip, unlike Groom and Hill Fort where it happens before. Yes, you would need two SCs in hand or one each in the hand and in the discard pile to pile out.

19
Weekly Design Contest / Re: Weekly Design Contest #162: You Can Trip at $5
« on: September 02, 2022, 03:02:45 pm »
An empty deck/discard with a Sewing Circle and at least one other cantrip in hand can empty the pile instantly which I'm never a fan of. That said, I still think it's a neat idea. The card it reminds me most of is actually Groom, which can also cantrip gain, can gain and play copies of itself (it loops pretty easily with +Actions, Groom+Horse can gain Groom+Horse, etc.), usually ends games in 3 piles, and it only costs $4. The biggest issue is that it's way easier to multiply these that to multiply Grooms since you don't need the +Actions. I wonder if adding a "(if you haven't gained one this turn)" after the "gain a Sewing Circle" might be enough to mitigate the autopiling issues.

20


Countess is a simple cantrip Duchy gainer. How many Duchies did you want anyway? Priced at $6 to ensure it's not too easy to rush these and Duchies.

21
Dominion General Discussion / Re: Dominion: Plunder
« on: August 29, 2022, 09:41:08 am »
I'll never say no to more Dominion, and sounds like will be the BIGGEST expansion we've seen so far--40 Kingdom cards! Along with Allies and the 2Es, that's almost 100 brand new Kingdom cards in one year.

I'm guessing Traits will modify piles universally for all players vs. Adventures tokens only modifying the pile for each player. Not sure if they'll be things like Obelisk or Young Witch with Setup instructions where cards from this randomly chosen pile have an additional passive ability for this game, or if they'll turn on and off at different times throughout the game (perhaps through Events or other cards).

We already have Spoils and Horses, so Loot will probably be something different than just another pile of one-shots (and they probably won't be tokens either). My prediction is they'll be unique non-Supply cards like Prizes that can only be gained through other cards. Not sure if they'll be singletons like Prizes or have their own piles like Spirits (perhaps there's different Loot cards that rotate in and out for each game).

With Kingdom cards and randomizers taking up 440-446 cards and Events likely taking up another 14-20, that leaves 30 to 40ish cards for Traits and Loot.

22
Minor update to my submission: I felt like Chateau was a bit weak for $6, so I increased the non-conditional payout from +$1 to +$2. Now it hopefully won't be so sad with no VP cards in hand (see OP here).

23


Here are the Lodges, a multicolored split pile!

Farmhouse can rotate the Lodges and is a now and next turn mini-Shepherd. Chalet is a VP card that rewards you for getting all four Lodges; it also rotates the pile upon gain, making a lot harder to get multiple of these at once. Mountain Hall is a sort of Lab meets Mountain Village, great when you've got things in the discard to choose from, but sad without a discard. Thankfully, it also has a neat reaction that lets you discard it at the start of your turn for a big draw. Finally, Chateau is a Treasure that rewards having lots of Victory cards in hand.

There are some light interactions between them all. For example, Chalet helps Farmhouse and Chateau; Mountain Hall can pick up VP cards for Farmhouse and Chateau.

*Edit: Upped Chateau's non-conditional payout from +$1 to +$2.

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Weekly Design Contest / Re: Weekly Design Contest #160: Two Base Cards
« on: August 15, 2022, 04:18:43 pm »
This is good in a Gardens game. This can be good in a Shepherd game. This would potentially be OKish in a Silk Road game if Silk Road were any good.
I don’t see any other situation in which this is any good.

A card doesn't need to be always "good" to be interesting or create interesting decisions. Beggar is not "good" most of the time but it is definitely interesting. Gang of Pickpockets is objectively harmful, but it's still a really fun Ally that makes games more interesting and brings something different to Dominion. This Ally leads to interesting decisions like taking the Copper in the opening to hit $5 (Banquet, Borrow, and Desperation all do a similar thing) or trying to earn Favors for a bunch of free Estates in the late game. Personally, I'm not sold on the "Repeat as desired" clause here as there a few Liaisons that could allow for instapiling the Estates which I don't like, but aside from that, it's definitely an interesting Ally.

If the goal of card design was always to only make cards that were always objectively good in all situations, Dominion would be a very boring game.

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Weekly Design Contest / Re: Weekly Design Contest #160: Two Base Cards
« on: August 14, 2022, 03:09:17 pm »


Crook is an Attack card that offers the player a choice of thinning two cards or gaining a Silver to hand, while turning a card in each other player's hand into a Copper. Early on, the attack won't hurt much and may actually help if they trash Estates or Curses, but it will get more painful as the game goes on and players trash their starting cards. Since the Coppers gained to hand can be repeatedly trashed, the attack usually won't stack more than once. Especially brutal if you can hit opponents with a discard attack beforehand.

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