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1
Weekly Design Contest / Re: Weekly Design Contest #199: Composition in Blue
« on: September 27, 2023, 05:56:46 pm »
Finally caught up!

RESULTS

JW
Quote
Hungry Foal - Action,
+1 Action
Choose one: you may trash a card costing from your hand for +1 Card; or trash this for +3 Cards.
Quote
Timid Steed - Action Reaction,
+3 Cards
-
At the start of your turn, you may discard a Treasure to play this from your hand.
Copper trasher or double Experiment on top of Smithy or start-of-turn Stables.
+: Hungry Foal's trashing can make interesting choices if the deck will later use Timid Steed, while the self trash helps with its otherwise narrow functionality. TS continues the draw function of the pile; being permanent, it's more interesting than 5 more HFs. The Smithy or Stables choice is interesting; one increases hand size more, but the other is non-terminal.
-: the interest of how much to trash with HF can be dampened a bit if you have to also gain the other 4 to get to TS. The Stables function of TS can be unreliable, needing 2 starting hand cards to connect, so the flexibility is not as free as may be liked.
Overall: mechanically sound and mildly interesting. With trash and draw in one pile, its presence will point strategies toward engines, rather like Sauna/Avanto but probably less swingy.

BryGuy
Quote
Fish pile Action - Reaction
In 2 or 3 player games, this pile starts with three copies; otherwise this starts with four copies of Red Fish, Green Fish, Small Fish, and More Fish.
Quote
Red Fish - Action Reaction Fish,
+1 Card
+
+1 Buy
+1 Villager

Return this to the bottom of the Fish pile.
-
When anyone plays a Fish, you may discard this to gain two Fish.
Quote
Green Fish - Action Reaction Fish,
+2 Cards
+1 Villager

Return this to the bottom of the Fish pile.
-
When anyone plays a Fish, you may discard this to gain two Fish.
Quote
Small Fish - Action Reaction Fish,
+1 Buy
+
+2 Villagers

Return this to the bottom of the Fish pile.
-
When anyone plays a Fish, you may discard this to gain two Fish.
Quote
More Fish - Action Reaction Fish,
+1 Card
+1 Villager

Trash a card from your hand to gain a Fish.
Return this to the bottom of the Fish pile.
-
When anyone plays a Fish, you may discard this to gain two Fish.
Self-rotating pile of cheap one-shots that can react to one played to gain more of themselves.
+: some neat novelties. Villagers make the payout consistent with each one, especially Small Fish. Returning to the bottom of the pile is a simple and effective way to have the pile rotate, and likely mix up the order at the same time. They can support almost any deck strategy, yet the decision between play a Fish or discard it to keep a supply of Fish in the deck makes playing with them a bit more interesting than deck support cards like Market.
-: The order of the pile could be improved, as Red Fish is the least useful of the four early.
Overall: this pile adds a bit of everything to an engine deck, spread out across 4 different cards so they can be cheaper. I get a similar feeling as I do with Market, that it's there and always useable but not the exciting strategy centrepiece of the game. This is a bit more fun than Market with the interactive nature of split piles. So, also mechanically sound and mildly interesting.

faust Hand preserve over Clean-up on top of game-lengthening Reaction, each with discarding synergy.
+: Wagon is new and interesting in taking Journey's hand keeping purely as card control. The mandatory discard helps to balance out what could be too easy a way to hold green. It's a brilliant top card for a Reaction bottom card, helping Reactions to be in hand between turns. Surveyor's on-play effect is suitably niche to fit a potent Reaction, yet potentially exciting and synergistic.
-: I see two issues with the Reaction in 3+ player games. One is when two players react at once; if player 1 triggers endgame and players 2 and 3 react at once, play continues to player 3's turn and so player 2's Surveyor ends up doing nothing. The other is the potential for payoff to backfire; player 1 ends the game, player 3 reacts, but player 2 gets more VP on their extra turn than 3 does, which may be enough to put them ahead. With very few windows in which to use it, there may be no opportunity to control this.
Overall: I really like Wagon, if it's not too strong, but the Reaction on Surveyor I think could give more definite self benefit.

majiponi
Quote
Sir Craftsman - Action Attack Knight Reaction,
Each other player reveals the top 2 cards of their deck, trashes one of them costing from to , and discards the rest. If a Knight is trashed by this, trash this.
-
When one of your cards is trashed, you may discard this to gain a card costing up to .
11th Knight that can replace an attacked card with a , or react to a self thinning trash.
+: The Reaction being a soft counter to the other Knights is good. A Market Square variant that can build engines is also nice.
-: if there's no reliable way to get it in hand between turns, it might just end up being another Knight. The fun defend moments will be few.
Overall: fans of the Knights can make and add variants quite easily. This one nicely fits the combative game they create, and this will be how it works most of the time. I remain not a fan of the Knights, preferring to be allowed to create a meaningful deck, but I can't overlook the opinion of the intended audience.

4est
Colourful, flavour-focused pile with new rotate methods and some variety synergy.
+: The novel ways of rotating the pile create different strategies; one player gets a Stag and the rest are rotated away for a time. This might create an interesting late game.
-: Raccoon and Fox are an anti-synergy, Raccoon reversing some trashing and making draw to X worse with increasing hand size. I don't think Fox is so strong to need this nerf, considering how late it comes; the next turn will usually draw one card and the mandatory trash may even hurt, so the Duration aspect is a slight nerf.
Overall: unless Fox is the only trashing or Wolf's attack is on average devastating, the pile seems quite skippable with Raccoon and Stag being weak starts. The interest I feel is largely in the flavour, and long term that will wear off.

silverspawn Pile of two deck inspectors that can draw or give .
+: Visionary is a kind and likeable Border Guard variant with the flexibility to strategically choose the . They will likely empty. Prophet is draw that can be built around, with a Reaction that is likely to be in hand but calls for draw control or a lot of sifting to work; unpleasant discards from Visionary or Prophet have some compensation.
-: they will both take some time to resolve.
Overall: with the flexibility of draw or payload with some skill involved to make the desired outcome happen, I see this pile being a very nice play experience. One could argue it could be two separate piles of 10, but it does have a meaningful if not essential interaction.

grep
Quote
Sepulcher - Night Reaction,
Trash a card from your hand. +1 Villager per type it has.
-
When you gain a card, you may reveal this from your hand to put that card into your hand.
Quote
Haunted Mill - Action Looter,
+2 Cards
You may gain a Ruins for +3 Cards.
Villager tfb on top of terminal draw that gains tfb fodder.
+: Sepulcher trashing from hand at Night balances its power, limiting its usefulness on Coppers. The Reaction on a Night card is neat; it means gaining trash fodder straight to hand is very easy, a bit like buying or Workshop-ing Villagers directly.
-: the Reaction was "too much" for Donald to put on Sleigh, according to its Secret History, so it may be too strong. Certainly Sepulcher looks a lot stronger than Sleigh. HM gets more strong uses the more players there are, rather than stay the same.
Overall: an obvious synergy that feels rather strong. Sepulcher could be fun if balanced, but HM isn't really.

NoMoreFun
Quote
Headhunter - Night,
Gain a Horse.
Put this anywhere in any supply pile.
______
When you gain this, gain a card from the same pile (that doesn't come with another).
Quote
Employer - Action Duration Reaction,
At the start of your next turn, +1 Buy and + .
_______
When any player gains a second card on their turns, you may play this from your hand.
Multiple gain enabler on top of payload that reacts to a second gain.
+: Headhunter being a Night makes putting it on top of the Provinces/Colonies/influential kingdom pile less trivial, potentially creating interesting strategic changes for all players. Employer adds +Buy and makes double Province/Colony turns always possible, adding a challenge of how deep down to put Hs. H will initially gain a second copy of itself, helping them to empty out. E can elegantly react to itself.
-: with a bonus turn giver, H probably becomes overly dominant. Sometimes in 2-player it will be obvious when the opponent must gain one or two Provinces/Colonies, and putting a H just below will feel cruel.
Overall: an innovative and clever pile that has a love-it-or-hate-it feel depending on the kingdom. E is nice, but I fear H may spoil things more often than add fun.

RovingBear
Quote
Explorer - Action Reaction,
+2 Actions
Reveal the top card of your deck. If it is a Victory card, +2 Cards.
_
When any player buys a Victory card costing at least , you may discard this for +2 Cards.
Quote
Fountain of Youth - Victory,
1
_
If this is the first time you gained Fountain of Youth this turn, +2 Cards and return to your Action phase.
Village that draws with Victories on top of 1 Cavalry minus +Buy.
+: FoY might make an interesting late game buy, the draw enabling a Province as well.
-: Explorer's draw is unreliable, so unless it's the only Village they will unlikely empty. The on-buy Reaction could be on-gain. Technically an E could endlessly react to discard and draw itself, but I don't think that's particularly meaningful yet.
Overall: I don't see this pile making much of an impact on most games. FoY could likely go up to 2 for starts.

Zoyarox Slow Sanctuary that speeds up with the Reaction - that could also save a card to protect from some hand Attacks - on top of Exile-reversing Attack.
+: Quiet Cove can react to Attacks in fun ways. Seductress is a new Attack.
-: QC can thin the deck non-terminally, but being slow without Attacks will it be worthwhile enough to empty out? S isn't a Reaction (Buried Treasure isn't), but that's minor. Its needing another Night in play feels like an unnecessary nerf; it junks at worst, but only if players thinned beforehand (Coven is the only exception).
Overall: the presence of another Attack in the kingdom will affect the strength of this pile quite strongly. Even then, I have tried making Attacks that junk on opponents trashing, which I didn't think too fun as trashing is fun. Countering Exile might feel similar.

LibraryAdventurer
Quote
Road Builder - Action Reaction,
Discard up to 2 cards for + each.
-
When a card gives you +Buy, you may play this from your hand.
When you discard this, you may reveal it for +1 Card and +1 Buy.
Quote
Trade Route - Action Duration,
Now and at the start of next turn: +1 Card and +1 Buy, then discard a card and for the rest of the turn, cards that share a type with the discarded card cost less.
Discarding payload on top of type-specific double-Troll payload, each with +Buy synergy.
+: Road Builder is a terminal on the top of a split pile, but useful early and it can be made non-terminal.
-: discarding from anywhere to react would be nice for extra draw at Clean-up for the next hand, but the rules on Clean-up I don't think let it happen nicely. If the discarding order was mechanically spelled out it could be made to work, but it's a simple dump your hand and everything in play all at once, and being simple that will probably stay as is. So this would need 'other than during Clean-up'. Some people may not like having to remember the discarded card's types for Trade Route, and the terminal +1 Card now on it doesn't feel nice.
Overall: discarding Victories for TRs to become like 2 Bridge Trolls late game is a strong option, but while RB can make decent payload early, emptying them out doesn't seem viable enough.

fika monster
Quote
Wolverine - Action,
Trash an Action or Treasure from the Supply. Reveal cards from your deck until you reveal a copy of the trashed card. Play it, then trash it, then discard the rest.
-
Setup: put an Aristocratic Feline in the middle of the kingdom supply piles.
Quote
Aristocratic Feline - Action Reaction,
+1 Card
+1 Action
+

-
When your trash or reveal this (using the word "reveal"), other than in Clean-up, you may play it.
Deck searcher that trashes its target and accelerates the game. A Peddler with Fortress and Patron properties goes to the middle of each kingdom pile; the Wolverine will grab and find them easily.
+: Felines won't be too intrusive a global change to the game, and may tame Wolverines from trashing the Supply too fast. W can search for the immediately needed card with immaculate reliability, at the balancing cost of losing that card. This is hard to sustain on anything not a Fortress or Feline, but Copper trashing is another use for it.
-: Adventures tokens and Traits might be confusing. Which of your Felines is the Reckless one? Likely they just shouldn't be affected, but how would this be implemented cleanly?
Overall: this has the potential to be good fun. Players can just manually ignore the Traits snag, though it's still inelegant.

Snorka Throne that puts deck into discard pile to trash Treasure from it, on top of multiple choice card that can draw from the discard pile.
+: the Reaction is a neat free ability in general - better than Messenger which does it mid turn and potentially after drawing junk - but is made more meaningful with the Treasure trash. Mountain Town isn't stronger than HotMK, which is novel for an Empires style split pile, rather supports and is supported by it.
-: some people could get analysis paralysis with 10 different options on MT.
Overall: HotMK can be high skill with the mandatory Treasure trash; it rewards early but is a risky investment mid to late game if Treasures are the main payload and the discard pile can't be reliably free of them. This will affect how likely HotMK empties. Individually these cards feel like slightly weak s, but together the right player might do well with them and their strong deck control. Quite interesting.



There are good quality designs here. But I think I can narrow things down:

Shortlist: Hungry Foal/Timid Steed, Fish, Wagon/Surveyor, Sir Craftsman, Visionary/Prophet, Wolverine + Aristocratic Feline, Hall of the Mountain King/Mountain Town

Runner-up: Wolverine + Aristocratic Feline by fika monster

Winner: Visionary/Prophet by silverspawn

There is potential in many of these designs to be made into something great. For now, though, contest 200 awaits!

2
Weekly Design Contest / Re: Weekly Design Contest #199: Composition in Blue
« on: September 26, 2023, 04:12:00 pm »
I will start judging from now. Entries are welcome until the judgement post is up. I will likely run into tomorrow.

3
Weekly Design Contest / Re: Weekly Design Contest #199: Composition in Blue
« on: September 25, 2023, 04:24:42 pm »
This is the 24 hour mark.

I see that some who said they would enter haven't yet. If anyone would like another day say so, otherwise I will close this time tomorrow.

4
Weekly Design Contest / Re: Weekly Design Contest #199: Composition in Blue
« on: September 21, 2023, 03:29:05 am »
The objective is to design a split pile - of any format - where at least one of the cards in it is a Reaction. With fewer available copies of the Reaction(s), perhaps this could be an interesting challenge...

Add in whatever other mechanics you like. I will judge based on how interesting the pile will be to play long term.

The contest will close at Tuesday 26th September 04:00pm forum time.

I have a card idea which is basically a added kingdom card that has the setup that it adds a reaction card to each supply pile in the kingdom, does that fit this contests criteria?
I guess the brief can be read as 'any format' including official cards, so I will allow it.



Sir Craftsman
cost $5 - Action - Attack - Knight - Reaction
Each other player reveals the top 2 cards of their deck, trashes one of them costing from $3 to $6, and discards the rest. If a Knight is trashed by this, trash this.
---
When one of your card is trashed, you may discard this from your hand, to gain a card costing up to $5.
This is an 11th card added to the Knights pile? I'll allow it too.

5
Weekly Design Contest / Weekly Design Contest #199: Composition in Blue
« on: September 19, 2023, 12:12:44 pm »
The objective is to design a split pile - of any format - where at least one of the cards in it is a Reaction. With fewer available copies of the Reaction(s), perhaps this could be an interesting challenge...

Add in whatever other mechanics you like. I will judge based on how interesting the pile will be to play long term.

The contest will close at Tuesday 26th September 04:00pm forum time.

6
Thanks for the contest and the win. It was a good topic!

One away from the bicentenary; I will try to make it interesting.

7
Variants and Fan Cards / Re: Fan Card Mechanics Week 72: Season 7 Finale
« on: September 16, 2023, 04:23:48 pm »
Several strategies are possible with these, if I understand the mechanics correctly. To play Chariot, you can choose to discard 3 cards even if you have 2 or fewer in hand, and because you didn't discard 3 you still have to take the debt.

Why would you ever choose to discard 2 cards and take 2 debt instead of discarding no cards and taking 2 debt? Is it for when the draw is about to trigger a shuffle?
I was just making a mechanical observation regarding the choice of Fury cost and how it would work. There might be some edge case where you would discard 2 - Haunted Woods maybe - but it wasn't meant to be connected to the 'several strategies' I thought of.

8
Variants and Fan Cards / Re: Fan Card Mechanics Week 72: Season 7 Finale
« on: September 15, 2023, 12:21:50 pm »
Quote
Chariot - Fury, $4 cost.
To play, you may discard 3 cards. If you don't, take <2>.
+3 Cards
Dream: Ambitious
Quote
Ambitious - Dream
If you have more cards in hand than you have in play and you have gained at least one card this turn, gain a card onto your deck costing up to $4.
Several strategies are possible with these, if I understand the mechanics correctly. To play Chariot, you can choose to discard 3 cards even if you have 2 or fewer in hand, and because you didn't discard 3 you still have to take the debt.

9
If anything goes, will a mechanic be allowed?

Quote
Prestige mat
(Picture is a track from 0-15 that a coin token moves along. +1 Prestige is moving the token along once.)
When any player gets 15 Prestige, the game ends at the end of the turn. When scoring, if you have the most Prestige or tied, +1VP per 3VP you have; or second most or tied, +1VP per 5VP you have (round down).
Prestige multiplies the total VP you have, so ideally you get a bit of both to do well. Players compete to get the most Prestige, but to avoid the endless game scenario the end condition has to be there. Sometimes a fast Prestige race might win, other times the classic Province pile-out might. The kingdom will determine...

...and I guess I need to put some sample cards together:
Quote
Painter - Action, $4 cost.
+ $1
+1 Prestige

You may trash this for +1 Prestige.
Quote
Concert - Event, $4 cost.
Take the Baton.
Baton - Artifact
At the start of Clean-up, +1 Prestige.
Quote
Engraver - Action, $3 cost.
Choose one: trash a card from your hand; or +1 Prestige per differently named card you've trashed this turn.
Cards could get more creative than this. If just one card should be selected for judging, rather than the mechanic, I will choose Painter.

10
Mulligan

If I've drawn 2 cards at start of turn with a Wharf (I didn't play it this turn), is it 7-1 for 6 cards to draw, or standard 5-card hand draw -1 for 4? 1 fewer card makes the former make more sense, but hand draw I only associate with end of turn.

11
Quote
Cast - Event, $0 cost.
Once per turn: +1 Buy. Choose one: play any number of Silvers and Golds from your hand, then Exile them; or play any number of Silvers and Golds from your Exile, then trash them.
Casting metal objects from a mold. This can change the way Silver and Gold is used, taking them out of constant deck economy (maybe that opening Silver to hit $5 has done its work) for one extra shot on a later turn (maybe that's the plan). I wasn't sure about using Exile, making the likes of Camel Train or WotCamel into +$3s, but decided they were fun balanced combos.

12
Variants and Fan Cards / Re: Card Fusions
« on: March 05, 2023, 03:09:51 am »
Just a bit too late for this:
Quote
Admiral - Action Duration, $4 cost.
At the start of your Buy phase, discard your hand. At Clean-up, set aside a non-Duration Action you would discard from play this turn. At the start of your next turn, play it twice.
Perhaps more like a Tactician Ghost fusion.

For this fusion, my idea came rather close to Rejigger submitted earlier. Interesting how two different pairs can fuse together in the same way I suppose.

13
Variants and Fan Cards / Re: Fan Mechanics Week 58: Be Resourceful
« on: February 27, 2023, 06:50:44 am »
I will start with the entries, then give further thoughts on the mechanic afterwards.

segura
Quote
Harvester
Action, cost.
Trash a card from your hand to gain a Resource onto your deck.
Remodel that upgrades junk into Resources for next draw.
+: Consistent engine building with the components coming in random order. The variation created with each player's deck is nice early game, and imbalance could be amended later. Going onto deck means ever-changing plans for the next draw.
-: hard to find a negative that isn't attached to the Resource mechanic itself.
Overview: a safe design that's casually pleasing. It has disadvantages over other trash-junk-for-benefit cards in unreliability, but it can sometimes build an engine better.
czzzz
Village that particularly likes playing Resources and can gain them.
+: optionally gaining a Resource lets unwanted ones be skipped. It doesn’t add too much to help a pure Resource deck.
-: the impetus to gain and play a lot of Resources doesn’t feel great. A Village often wants to play stronger cards; to get the + the deck’s potential power density has to be diluted a bit.
Overview: it’s a Village that can contribute other important engine pieces to the deck, but is made less meaningful by the ability to buy those pieces, including Fur. It's there if no other Village exists and not enough Fur shows up, which isn't bad, but only mildly interesting.
emtzalexTerminal draw that needs to line up with Resources.
+: Some Resources are more favourable than others, Fur especially, making their differences relevant.
-: the way this uses Resources isn’t that interesting, extra things to play first as well as Villages.
Overview: a large part of the deck's makeup is defined if it uses this, several Resources to increase the chance of playing one first  and copies of these for its main draw. The variation in number of each Resource does help it be more replayable, but games with it may overall end up feeling very similar. This doesn’t stand out much over other terminal draw, so if Smithy is in the same game, it will be the preference for reliability; Wood can give the +Buys.
BryGuy
Quote
Resource Trader
Action, cost.
You may rotate the Resources. You may trash a card from your hand. If it costs , gain a Resource. If it's a Resource, look at the top 3 Resources of the Resource pile, choose one to put back under the pile, and gain the other two.
Trasher that upgrades $0s into Resources and undesirable Resources into desirable ones.
+: like Harvester, turning Copper into Resources is pleasant opening engine support.
-: when a Resource is trashed, it may leave a worse outcome. The rotating and the choice of 3 effect feel like unnecessary complexity together, and one could go.
Overview: it incorporates the simple appeal of Harvester, only Estates can't be turned into Resources. The other abilities mean the variety of Resources is about digging for the right ones. This is fine when the game gives a definite importance to one or more of them, but then a bit sad when it doesn't quite work out. I might prefer a different Resource trash bonus.
Xen3k
+2 Cards Reaction dog that acquires and builds a deck with Resources.
+: A reaction that gains Resources to hand is a nice principle, improving the hand or denying one to opponents at precise moments. Fruit, often the strongest Resource, is likely the weakest with this.
-: the on-play effect looks strong for a , seeing that 3 of the 4 Resources are always non-terminal. Sometimes the Reaction can’t get a needed Resource because the top is too useful. Testing may prove these to be small issues.
Overview: as the deck’s principal draw this will do similarly to Stone Soup, making up a large part of the deck and feeling repetitive long term; but this doesn’t depend on Resources to draw, so it isn’t as scripted and a deck could run with other sources of draw alongside this. The use of Resources here is about fixing the power level of the cards gained and played, which is OK. Overall it feels like Rope, in that it will help any engine deck but not win by itself; but because it draws quite well it may still contribute a bit too much for a single kingdom pile?

In terms of the most interesting way to use Resources, I will choose...

Runner-up: Dogsled by Xen3k

Winner: Harvester by segura

It's interesting how all of these entries were about gaining and building a deck partly out of Resources. Because that can always be done anyway, I felt a bit lukewarm about most of them. Resources don't trash, and that together with using the variety for extra interest I guess is why Harvester excited me the most.

I did think about changing the rotate rule to make it a bit kinder: once per turn, at the start of your Buy phase, you may rotate the Resources. You don't have to commit a Buy on it first, but possibly finding the right ones becomes a bit too easy?

I may update the Wilderness thread soon, and that will show how I like using the mechanic. This contest has helped me make improvements, and I'm grateful for that.

segura may take the reins if they so wish.

14
Variants and Fan Cards / Re: Fan Mechanics Week 58: Be Resourceful
« on: February 26, 2023, 05:40:21 pm »
Contest closed now, but it's late here and I will need to put my judgments to bed before posting them here tomorrow. There are 5 entries, if I'm not mistaken.

15
Variants and Fan Cards / Re: Fan Mechanics Week 58: Be Resourceful
« on: February 25, 2023, 04:08:52 pm »
24 hours remain

16

Quote
Trade Circle - Action Reaction, cost.
Choose one: gain a Silver; or trash a Silver from your hand for +.
-
When a non-Reaction card moves to your discard pile or onto your deck other than during Clean-up, if it wasn't gained, you may discard this to put it into your hand and get +1 Coffers.
Wordy! If a card moves to your discard pile or onto deck not through the automatic ways of gaining or Clean-up, the reaction can work. Change a sift or a top-deck setback into a Coffers, or put a Highwayman or Student from play or any exchanged card like Bat or Changeling into hand.

17
Variants and Fan Cards / Re: Fan Mechanics Week 58: Be Resourceful
« on: February 22, 2023, 03:50:39 pm »
Interesting that no resource allows you to trash - is this on purpose?
I did have a trashing Resource to start with, in addition to the other 4, to mirror Survivors in Ruins. The trouble with it was, if it showed up late game and players had already thinned down, it was a junk card, a sad situation. All the other Resources are consistently good throughout the game, and adding a trasher would work against some of their possibilities.

Ore seams like a worse version of Silver since it could be drawn dead.
There are cards that prefer Ore; this forum has discussed Ducat and Candlestick Maker quite deeply. That said, I almost kept Ore at , but didn't in case of two players opening / and only the first one getting an Ore. It's a rare case, so it may still be good to do?

I find it interesting that you removed the discarding from Fur. I think i would have gone another direction - maybe something like:
Quote
Fur
$3 Action - Resource
+1 Card, +1 Action; Discard an Action for +1 Card and +1 Action or reveal a hand with no Action cards to discard a Non-Victory for +1 Action.
Simplicity is the reason I did it. 4 different cards added to the game with the word 'Resource' on a card can be hard for some players to remember, especially together with some potential effects with that word 'Resource'.
Discarding a card did help make the pile worse by itself, and that's still a potential snag. The kingdom piles must create the best strategy, and Resources assist.

18
Variants and Fan Cards / Re: Fan Mechanics Week 58: Be Resourceful
« on: February 19, 2023, 02:50:42 pm »
Too true, this. I've settled into using these Resources for a while now, but there's no getting around these cold hard facts. It's bothering me! By the nature of their intended randomness it's been hard to actually focus on their individual power level in testing while testing out the cards that use them.

With Fur, well, there's proof I don't have Hamlet! I imagined it as always +2 Actions may discard for +Card, but checking it now Fur does look silly.
With Fruit, I was going with the need to have a non-Resource Action in hand before the draw cheapening it from Lab enough, just as Old Map can cost whereas Fugitive is $4.5. I can easily believe it being too good at .

How do these variants look:

Quote
Fruit - Action Resource, cost.
[same]
Quote
Fur - Action Resource, cost
+1 Card
+2 Actions
Quote
Ore - Action Resource, cost.
[same]
Quote
Wood - Action Resource, cost.
+1 Card
+1 Action
+1 Buy

-
When you gain or trash this, +1 Buy and + .
Fruit now can't play Actions. Fur can be plain Village (maybe a bit boring). Ore can equal Silver (do you actually go for it? The Ducat - Candlestick Maker debate). Wood gets a when-gain and when-trash to bring it up to ; you aren't so sad if you have to get an excess of them.
The boringness should be made up by the cards that add them to the game, which you are designing.

If I don't hear any other negative feedback by Monday 4:00am forum time, I will update the Resources to these. I should probably bring the close date to then as well, to make up for this time.

19
Variants and Fan Cards / Fan Mechanics Week 58: Be Resourceful
« on: February 18, 2023, 04:36:10 pm »
Resources, like Ruins but useful. For mock-ups, see 2 posts down.


Quote
Fruit - Action Resource, cost.
You may play an Action card costing more than this from your hand. Then, +2 Cards.
Quote
Fur - Action Resource, cost.
+1 Card
+2 Actions
Quote
Ore - Action Resource, cost.
+1 Action
+
Quote
Wood - Action Resource, cost.
+1 Card
+1 Action
+1 Buy

-
When you gain or trash this, +1 Buy and +.

These are an added pile of buyable cards, 10 of each in a pile of 40, shuffled together at game start and put face down with the top one turned over.
They are included whenever a card refers to Resources, not with a type, just like Loot.
Unlike any other pile, when you buy a Resource, you may first rotate the pile before gaining one. (If an effect gains a Resource, you have to gain the top one).

I think that's it for rules. In terms of design, they're made to not work very well together. A deck of purely Resources would be boring if it worked.

I will say no more and let you decide how this mechanic may be best used. I have toyed with it a fair bit, making an expansion around it (Wilderness; the Wilderness thread isn't up to date.)
Contest closes February 26th 4:00pm forum time.

Edit: Resources changed from these variants:
Quote
Fruit - Action Resource, cost.
You may play an Action card costing more than this from your hand. Then, +2 Cards.
Quote
Fur - Action Resource, cost.
+1 Card
+2 Actions

Discard a card.
Quote
Ore - Action Resource, cost.
+1 Action
+
Quote
Wood - Action Resource, cost.
+1 Card
+1 Action
+1 Buy

20
Thanks for the win and the contest Xen3k. I think for this next contest I'll go with something I've tried quite a lot. Just putting the post up now.

21
I quite like the idea of a cantrip remodeling pile, to make them a bit like tokens:
Quote
Asset - Action, $0* cost.
+1 Card
+1 Action

You may return this to its pile. If you do, trash a card from your hand, and gain a differently named card to your hand costing up to $1 more than that card.
$0 cost ensures they can't trash themselves, letting them be easier to get. Differently named stops pile-emptying that Transmogrify can do.
A Kingdom pile might be:
Quote
Bailiff - Action, $4 cost.
Trash this. If you do, gain 3 Assets.

Edit: made remodelling optional on Asset.

22
Quote
Plantation - Treasure, $5 cost.
+2 Coffers
At the end of your Buy phase, if you have at least $3 unspent, take the Tea.
Quote
Tea - Artifact
At the end of your Buy phase, you may trash a card from your discard pile or hand and gain a card costing up to $2 more than it.

23
Variants and Fan Cards / Re: Card Fusions
« on: February 09, 2023, 11:13:35 am »
Quote
Secret Plans - Action, $5 cost.
Gain a card costing up to $5. Each player (including you) may reveal a copy of it from their hand for +1 Coffers.
Maybe you shouldn't get the Coffers, just opponents?

24
Variants and Fan Cards / Re: Fan Card Mechanics Week 56: With Great Power
« on: February 05, 2023, 05:31:25 pm »
Good old tfb again:
Quote
Chronicle - Treasure, $4 cost.
You may trash a card from your hand for +1 Power per $1 it costs. If you have the most Power or tied most, you may get +1 Coffers and +1VP for -1 Power.
I guess we can go down to -Power here? It will be an unusual game if someone doesn't trash an Estate in the opening, so it shouldn't go infinitely down.

25
Weekly Design Contest / Re: Weekly Design Contest #176 - Game Changer
« on: January 25, 2023, 04:17:55 am »
Quote
Landslide - Action Attack, $5 cost.
Gain a Gold. Each other player gains a Curse onto their Tavern mat.
-
In games using this, after a player shuffles, they put a Curse from their Tavern mat onto their deck.
I did have a variant where the Curse entered the shuffle and an Action was taken out of it, but the same Action would keep getting taken out and that wasn't very interesting.

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