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1
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: May 22, 2019, 11:22:22 am »
Thanks Commodore Chuckles! Here is this week's challenge:

Challenge #30: Design a Debt card (or card-shaped thing)

Acceptable submissions may have a Debt cost (such as Overlord, Engineer, or Triumph), may somehow cause you or other players to take Debt (such as Capital, Tax, or Mountain Pass), or may otherwise interact with Debt in whatever unique ways you can think of. Judging will be based on ingenuity, balance, and creative/appropriate use of the Debt mechanic (e.g. for a Debt-cost card, there should be a compelling reason for your card to cost Debt and not $). Have fun!

2
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: May 14, 2019, 11:20:38 am »


Here's my Empires-inspired Traveller line, yes they are all buildings which don't exactly travel, but hey, maybe you're visiting them or building them or something?  Anyway. 

The theme here is VP tokens of course, as all interact with them in some way.  One of my goals was to make each Traveller in the line something that you might consider keeping rather than always exchanging right away as with some of the official Travellers (I'm looking at you, Fugitive).  Another goal was to create some interactions between the cards themselves as well. 

Cottage provides +Buy which interacts very subtly with the final card in the line.  Abbey trashes and can mitigate the Cursing from Hospital, which itself adds some interesting player interaction.  City Hall turns your VP tokens back into +Cards and is the only Village in the set, perhaps allowing you to play all these terminal Travellers.  And finally, Manor is an almost Province that Islands itself and acts as a permanent Groundskeeper (also it's a pretty orange green). 


*Edit: Forgot to include "(This is not in the Supply)" on Abbey, Hospital, City Hall, and Manor.  I may add these later if I have time.  Also these are all in the normal Traveller quantities: 10 Cottages, 5 Abbeys, 5 Hospitals, 5 City Halls, and 5 Manors. 

3
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: March 07, 2019, 11:11:29 pm »


When Uprising is in the game, you add the Commons mat (I just used an event template because I was lazy), which makes players add an Action or a Treasure from the Supply to it at the end of each turn.  Then, any player can buy Uprising to pick up the entire Commons Mat along with a Villa effect.  Putting Coppers on the mat is always fairly safe, but better yet are the mindgames you can play--start throwing some nice cards on there and see if you can trick your opponent into picking them up with a stack of Coppers.  Or hey, maybe you want to pick up the pile yourself.  Watch out for pile-outs.   

4
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: February 26, 2019, 09:38:54 pm »


With Dividends, you get back what you put in, literally.  A Treasure-Duration, Dividends is a Silver the turn you play it and lets you save as many or as few Treasures as you like from your hand for next turn, along with an extra Buy.  Obviously, setting aside Treasures means you're reducing your buying power this turn, but you're also keeping those stop cards out of your deck for a turn which is usually beneficial.  Like Gear or Courtyard, this can help smooth your price points, tucking away extra cash for later.  Finally, playing Treasures at the start of your turn can create some neat tricks with certain Kingdom cards. 

5
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: February 20, 2019, 02:29:04 pm »


It's a Throne Room that you actually want early.  The trashing also helps make it easier to connect with other Actions.  Not much else to say about this one, just a pretty straightforward $5 Throne Room plus.   

6
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: February 09, 2019, 04:45:35 pm »


Annex is the dud of Empires.  It's expensive and niche, I can never remember whether I'm supposed to be picking 5 good cards or 5 bad ones, and most of the time, I only buy it with an extra buy on the last turn of the game.  Plus it looks particularly bad next to Donate. 

Campaign is my attempt to fix these issues: it's still 8 debt and gains a Duchy, but now it Schemes up to five cards, maintaining some of Annex's intent, but making it much more useful in more situations. 

7
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: February 02, 2019, 10:36:42 pm »


Here's my submission this week: Campfire and Travelling Shop.  Campfire can topdeck a couple cards from your discard pile for next turn, including things you just bought or gained.  And it comes with a free $4 when you buy it--this can make them an autobuy sometimes (especially in the opening), however this helps uncover the bottom half of the pile.  [Side note: I've realized that a lot of pure non-duration Night cards aren't often super appealing in bunches (think Night Watchman, Monastery, Devil's Workshop, Exorcist), so making one the top card of a split pile is quite tricky.] 

Travelling Shop features some light terminal draw alongside a flexible discard for benefit--you can gain a copy of a dead action in your hand, you can do a Dismantle impression by discarding Golds, and you can discard Provinces to gain just about anything that isn't green.  Obviously Travelling Shop prefers discarding expensive cards, which you'll hopefully have some of by the time it's uncovered, and Campfire can conveniently topdeck the cards Travelling Shop gains. 

8
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: January 23, 2019, 11:35:22 pm »


Deed is a Shelter so it replaces one of your starting Estates, and it's a Treasure that offers a choice between a one-shot Workshop that then temporarily "blocks" that pile until it is gained or trashed, or a Copper that trashes the top card of any pile.  Like Baker or Cursed Gold, it allows for non-standard openings, and while the first option can create some turn order advantage in certain situations, the second option can help mitigate it.  Having them go to the Supply can create some interesting choices (do I buy their Deed or trash it to gain what's underneath), and their ability to pressure piles a la Salt the Earth or Lurker might make them worth keeping around in some games.

9
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: January 17, 2019, 05:16:25 am »


Here's my entry for this week.  A Duchy gainer, with some engine components built in, High Council gives you a choice of gaining a Duchy, a +Cards effect if you reveal a Duchy, or a Baron-like effect if you discard a Duchy.  The best options require you to line it up with a Duchy, but gaining Duchies isn't too sad either.  The effects all self-synergize too: + cards helps you draw more High Councils, Baron helps you buy more High Councils, and Duchy helps you activate the other effects.   

*edit: removed Village option

10
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 21, 2018, 06:12:50 pm »

It‘s a cute mini-game, but I don‘t like the pricing.

At the beginning, it‘s better than Salvager, because +Silver is better than +buy.
When triggered, it gives at least +3VP, even 5 VP in the endgame.
If it trashes a Domain, it means „gain a silver, gain a gold, +5$“.

That being said, I think it should be a 5$ card.

I can definitely see the argument for $5: many official cards that gain Silver to hand cost $5, such as Mine, Explorer, Trading Post, or Sculptor (though each of these also provide additional benefits as well). However Treaty's restrictions for activating (the Silver gain, or the Domain gain) are pretty big ones, and I think it would make it way slower if it cost $5 since you couldn't open it most of the time.

The Salvager comparison is apt; Treaty is better at trashing Estates and Domains but it's worse at trashing literally anything else. That said, Treaty probably could probably cost $4 without changing the card that much, I agree that $3 is maybe too cheap. I'll see about updating the price later today or tomorrow.

11
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 20, 2018, 07:08:50 pm »


Here's my entry: Treaty and Domain.  Treaty is a terminal, one-card trasher that especially loves trashing Estates in the early game, and then later, you can win a Domain from your Treaty.  Domain is 5 VP all together, though just 3 VP if you trash it later, which you probably will.  Trashing a Domain with Treaty gains you a Silver and a Gold to hand, yeeha--hopefully you still have some Coppers left to win that next Domain.  This makes for a fun minigame to try and churn through the Domains, though you'll need some extra help to keep lining up your Treaties with trash targets and the needed treasures to activate.  There are eight Domains in a two-player game, otherwise there are twelve.

*Edit: Adjusted Treaty's price from $3 to $4.

12
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 09, 2018, 10:30:14 am »


Here is a revised version of Stowaway (also updated in my original post).

My initial submission of Stowaway was a Night-Attack-Duration card which was outside Asper's parameters for this week's contest as Fly-Eagles-Fly helpfully pointed out.  The Action version is a bit weaker since it doesn't play as nicely with terminal draw as the Night version, so to make up for this, I've made the junking on-play instead of delayed to the duration turn.  This is also better for tracking purposes, reaction timing, etc.

13
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 08, 2018, 04:36:45 pm »
Cool card, but the contest is for an Action-Attack card. Or maybe he just meant any attack card. I really like the card idea.
Oh whoops, I missed that--this actually started as an Action, but then I thought it would work well as a Night card and forgot that the parameters specified Action-Attack.  I may revise it back to being an Action later. 

14
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 08, 2018, 04:23:25 pm »


Here's my revised entry, an Action-Attack-Duration!  Stowaway is sort of a mashup of Gear and Ambassador: you save cards from this hand for next hand, and give a copy of one of them to your opponents.  Early game, this will neatly keep Estates and extra Coppers out of your shuffles while junking the other players, though being a duration means it only works every other turn.  In the mid and late game, a pair of these can function as handy utility cards to keep your shuffles clean, as well as set up big turns, just be sure to keep some junk around to hand out copies of (or perhaps a Province when you're ready to end the game).

*Revised to change to an Action type instead of Night, so to fit within the parameters of this week's contest.

15
Guildhall + Beggar

Even without +Buy or other help, these two together can make for a surprisingly fast Province rush.  Guildhall gives you +1 Coffers every time you gain a treasure, which means Beggar essentially reads +$6.  There's probably some optimization here that I haven't figured out yet, but the basic strategy is to open Beggar-Beggar, buy Guildhall with your first $5 (which should be very easy with a Beggar play), then buy Province every time you play Beggar, and buy extra Beggars on hands without Beggars.  I can usually get 7-8 Provinces in about 12 to 13 turns, and I've had a few games where I emptied Provinces by turn 10 or 11. 

16
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 31, 2018, 10:22:37 am »
Here's my attempt at a card inspired by auction and price-setting games like Isle of Skye and The Castles of Mad King Ludwig:



It's wordier than I like for most cards, but I think it captures the price-setting mechanic as best as it can.  Not totally sure on the costs and the on-play effect (+3 Coffers might be too strong for $6), and I'm also not sold on being able to call it immediately after the turn you play it, (in games where this is the only way to gain Coffers, the first player to play it basically gets a free $5, which isn't super fun--making it so you can't open it helps some).  But in games with other Coffers cards, it can create some nice player interaction, where you want to hold onto Coffers in case someone else calls an auction.  Sometimes you might use this as a gainer, other times you might prefer to bait other players into boosting your Coffers for a bigger play later--just be careful not to get stuck paying for something you didn't really want.  Anyway, the idea definitely needs tweaking, but here's a stab at it. 

17
Dominion Articles / Re: Chariot Race
« on: September 18, 2018, 09:53:51 am »
Nice article!  You do a good job explaining the basics of the card and what it does for you, while also addressing how best to use it.  The Gist section especially is concise and says a lot of the most important things about Chariot Race in just a few words.  I also like the Pitfalls section, reminding players of how non-standard card costs, certain attacks, and overdrawing can affect Chariot Race. 

A couple things I'd point out: though you imply this in the section on how to make Chariot Race better, just as trashing is critical for increasing your average deck value (also, you could probably emphasize this point even more throughout the article--Chariot Race is often pretty bad on boards with no trashing), so too junking can be very good for decreasing your opponent's average deck value.

Also on specific card interactions, there are two especially important ones that are missing and/or criminally undersold.  First, Sea Hag is one of the most effective cards for manipulating the top card of your opponent's deck, by making them topdeck a Curse before playing your line of Chariot Races.  Secondly, putting Secret Passage in the same category as Mandarin and Count for controlling the top of your deck is crazy--Secret Passage is so, so much better than these (and the inspection cards as well) since it looks at more cards and is non-terminal, letting you topdeck the most expensive card in your hand, then play your Chariot Race for a very good chance of activation.  I'd go so far as to say that Secret Passage is the number one Chariot Race enabler in Dominion because of how much control it gives you; with just a little bit of support, a deck that can play lots of pairs of Chariot Races and Secret Passages with a few expensive cards sprinkled in for topdecking can consistently generate points every turn while mitigating a lot of the randomness that usually plagues Chariot Race games.

18
Variants and Fan Cards / Re: Anticipating Renaissance
« on: September 15, 2018, 01:48:22 pm »
I've always thought an Attack that interacted with coin tokens would be neat, though probably tricky to balance.  Maybe we'll get one in Renaissance!  Here's my stab at it:

$5
Action-Attack

+2 Coffers
Each other player may remove one token from their Coffers. If they don't, they gain a Curse.
---
When you gain this, each other player gets +1 Coffers.

19
Puzzles and Challenges / Re: Easy Puzzles
« on: August 27, 2018, 09:37:20 am »
Here's a pretty easy one, with at least two different solutions:

Using only the five cards in my starting hand (i.e. no Duration effects or Reserves), I manage to buy a Province and a Duchy, as well as Curse my opponent four times.  How?

20
Variants and Fan Cards / Re: Interesting Card Design Challenges
« on: August 14, 2018, 01:02:32 pm »
The idea of a $2 cost Attack is interesting--it's tricky to design since the attack and benefit need to be mild enough to fit the low cost, but not so mild that the attack effectively does nothing (i.e. imagine an attack even milder than Fortune Teller).  My solution is to make the card require multiple copies to actually attack and to get stronger with more copies, so while it's cheap, it still requires an investment.  Note: I have not tested this at all, so it could be a nothing card. 



By itself, a single Knave is just a Copper, not a great deal for $2.  But with two of them in play, you get a nice discard attack, and each one after that Curses your opponent too.  Knave is non-terminal so you can easily play several of them, but the tricky part will be when to gain them and how to line them up to start attacking.  It's a pretty bad opener, and the benefit to your deck apart from the Attack is very slight.  It will take a few turns to start attacking consistently, and once it does, the discarding and cursing will make it harder for players to keep lining them up.  It's possible that unlimited cursing after three in play might get a bit oppressive, but I figured that getting to a point where you play more than three of these consistently will usually take a while.  I toyed with the idea of giving them a +Buy to make it easier to get more of them, but +1 Action +$1 seemed stronger on average than +1 Action +1 Buy.  Not sure though.  Overpaying to get extra copies or Forum-style "When you buy this, +1 Buy" are also options, but that's a lot of extra text on an already wordy card. 

Thoughts?  What are other ways to make a $2 cost attack work?

21
I can't think of any real uses for this beyond rare edge cases, weird pile control, or maybe an unnecessarily fancy TfB strategy, but I recently discovered that you can move $3+ cost Action cards from the trash directly back to the Supply using Lurker to gain from the trash, and then exchange for Changeling.  Lurker gains the card out of the trash and then Changeling exchanges it back to the Supply.  Kinda neat (albeit usually not very helpful) interaction. 

22
Dominion League / Re: Season 28 - Signups
« on: May 25, 2018, 11:23:15 am »
Hello everyone!  I've usually never had the time to commit to league play, but this summer is looking a little less busy than normal, so I'm in! 

dominion.games: 4est
Discord: 4est#4768
Timezone: USA/Central (Chicago)

I haven't been playing as much in the last few months so my rating has slipped a bit, but I'm starting to play some more now.  Looking forward to this season!

23
Let's Discuss ... / Re: Let's Discuss Nocturne Cards: Tragic Hero
« on: March 29, 2018, 12:34:44 pm »
Tragic Hero can set up some powerful mega-turn endings, even just with Golds.  If you're careful about when you play them during the game, you can build until the moment is just right and then pop them all on your last turn for a nice payout.  In these cases, each of your remaining Tragic Heroes basically reads +3 Cards, +1 Buy, +$3, which is excellent for finishing off the Provinces or emptying a third pile.  In the presence of more exotic treasures like Platinum or Horn of Plenty, Tragic Hero mega-turns are even more potent. 

When used as your only draw in an engine, the trashing "drawback" can make playing with Tragic Hero tricky, but rarely unworkable.  Cantrip villages keep your first Tragic Hero each turn safe, and non-drawing villages like Festival, Squire, and Conclave play very nicely (these make Tragic Hero work sort of like a draw-to-X).  With its +Buy and payload generation, Tragic Hero also is a great source of supplemental draw alongside something else.

I feel like the biggest thing with Tragic Hero is: don't be afraid of trashing it or think it's a bad card because it might get trashed.  While you obviously need to be careful not to just mindlessly play these and suddenly lose all your draw midgame, Tragic Hero's treasure gaining is absolutely a feature, not a bug.  Yeah, it's no Margrave, but I mean come on, Margrave is crazy.

24
There's a 5$ thats very frequently worth grabbing the curse for on Cursed Gold boards in every game.

I'm still not totally sold on taking a Curse to open Pooka.  I've had it work out a few times, but usually Pooka just doesn't work if you're opening with another Action, and with the Curse and only six initial trash targets (since you can't trash Cursed Gold), it can be tricky to line up with Coppers.  Pooka can trigger unfortunate shuffles, and it loses its utility rapidly as you start buying other things.  It's a great card to open with on paper, but it just hasn't come through often enough for me in practice.

What I'm really trying to say is I have no idea how to play Pooka. 

25
Raze isn't so helpful once you have a few Bridge Trolls in play. 

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