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Messages - JimJammer

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1
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 21, 2020, 10:41:43 am »


I messed up the wording, should be "When you play this, if you have already trashed a card this turn, you may trash a card from your hand"

2
Variants and Fan Cards / Re: Actually Passable Card Ideas
« on: August 21, 2020, 08:54:13 am »


Here's an update. Note that
  • It now gives +1 action, making it easier to play multiple pyramids a turn
  • I have added the Attack type, this means it now triggers reactions and also it now has 3 types, making it useful with cards like courtier
  • It now gives 3 VP if you win
  • I've priced it at four, so it could have some trash for benefit value
  • clarification for ties

3
Variants and Fan Cards / Re: Actually Passable Card Ideas
« on: August 20, 2020, 11:03:04 am »
My friend wanted a card to kill engines ???. I think this should do the job. 20 in the supply. Could maybe add +1 action


4
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 17, 2020, 06:22:48 am »
Here's my fix to the card I was previously calling Crypt(I've changed the name because there is already a card with that name).

The new card is also quite a bit weaker,  which I think fixes the swinginess problem.


5
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 15, 2020, 05:09:59 am »
What do you get when you cross a chapel with a cellar?


There is already a card named Crypt. Also, you designed a card that is basically always a mandatory turn 2 buy, which means it's going to be swingy when the opening split is different for the players.

I'm not sure I follow, isn't it a decent turn 1 buy as you can then pay off the debt by the end of turn 2, regardless of the split you get?

6
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 14, 2020, 09:25:39 am »
What do you get when you cross a chapel with a cellar?




7
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 03, 2020, 09:26:16 am »


20 in the pile

8
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 31, 2020, 01:56:01 pm »

I think this would be more fun as "$3 or more", since that lets it interact with more kinds of gainers (specifically, Silver and Horse gainers).

I agree

9
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 30, 2020, 11:15:47 am »
why is my image so big?

10
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 30, 2020, 11:13:30 am »

11
Variants and Fan Cards / Re: Really bad card ideas
« on: July 14, 2020, 02:03:45 pm »
Pretty crazy three-pile machine I suspect.  Maybe Motel only needs to trash one card per turn.

Maybe this might work, I've removed the once per turn, reduced to one trashed card, and added a stipulation.

Motel
Cost: 2$

+1 Card
+2 Actions
Discard all treasures from your hand, gain a motel.

If there are no empty supply piles, you may trash an action card from the supply costing up to 4$

12
Variants and Fan Cards / Re: Really bad card ideas
« on: July 14, 2020, 01:50:59 pm »
I was thinking of this as part of the appeal. Its a village you can use to starve your opponents of villages, giving yourself strategic advantage.

It does seem it would be a bit luck based  around who goes first and who draws their motel first

13
Variants and Fan Cards / Re: Really bad card ideas
« on: July 14, 2020, 06:12:06 am »
Motel/Filling Station Split - Motel on top

Motel
Cost: 2$

+1 Card
+2 Actions
Discard all treasures from your hand, gain a motel.

If this is the first time you have played a motel this turn, you may trash 2 action cards from the supply costing up to $4.



Filling Station
Costs: 6$

+3 cards
+ $1

You may trash a motel from your hand for + $4 and +1 buy




I think there's some potential here if its tweaked but in its current form probably qualifies as terrible

14
Variants and Fan Cards / Re: Rats
« on: August 22, 2018, 05:14:21 am »
So, I just came up with this thing:

Mice - $4
+1 Action
Gain a Mice.
When you gain this, trash a card from your hand and gain one costing exactly $1 more.

I'm thinking it would be way too good if it had +1 card. As it is now, it's probably still pretty good? It's Rats but without needing another trasher to interact with.

It looks like you are going to often use this to trash other mice. In that case you want to think very carefully about the cost.

15
Variants and Fan Cards / Re: Rats
« on: August 21, 2018, 11:12:09 am »
I decided to turn "Spiders" into "Wasp".



The supply of these is equal to the supply of Curses, so 10 in a 2-player game, 20 in a 3-player, etc.

This will turn the game into a temporary slog until all Wasps are trashed. Don't do this unless you have better Action density, sifting, trashing, or buying than your opponent (Buying lets you trash one from your hand to attack more.)

This one looks interesting. I assume its zero cost to stop it being used as 'trash for benefit', I'd be tempted to put a 5 cost on it to make it harder to gain early.

Maybe one solution is make it cost 3 but say you can't use coppers to buy it (like with Grand Market). This will also alter the dynamic of buying it to trash another. I looks to me at the moment its maybe too easy to get rid of these while the supply pile is there and once players have figured out the correct strategy it could be down to a lot of luck as to who is left with most of them by the time the supply is exhausted.

16
Variants and Fan Cards / Re: Spillage Village
« on: August 15, 2018, 06:45:04 am »
What if I made it 10 actions on your next turn?

17
Variants and Fan Cards / Re: Rats
« on: August 15, 2018, 05:21:59 am »

I'm not quite sure what cards like Rats are supposed to be. Animal themed and a 20-pile Supply? Well, if that's the case, I think I've got one for you.

By my definition anything self gaining that can f** you up is a rats. Your cat might be to tame to qualify.

I was assuming that anything with mandatory self-gaining was a Rats, so Magpie is also a Rats.

 Then we will never see eye to eye.  I suggest a duel to the death.

18
Variants and Fan Cards / Spillage Village
« on: August 14, 2018, 11:28:28 am »
I was introduced to Seaside yesterday and the concept of durations. Thought i'd have a go at a card with durations.

As far as I know there don't exist any cards at the moment with -ve actions or buys or coins, until now...


Spillage Village
Type: Action
Cost: 3$

Either -1 buy and start your next turn with 3 actions or put this card anywhere you choose in your deck.



19
Variants and Fan Cards / Re: Rats
« on: August 14, 2018, 11:19:20 am »

I'm not quite sure what cards like Rats are supposed to be. Animal themed and a 20-pile Supply? Well, if that's the case, I think I've got one for you.

By my definition anything self gaining that can f** you up is a rats. Your cat might be to tame to qualify.

In fact, reading the card again, it isn't actually self gaining.

20
Variants and Fan Cards / Re: Rats
« on: August 14, 2018, 11:17:21 am »

I'm not quite sure what cards like Rats are supposed to be. Animal themed and a 20-pile Supply? Well, if that's the case, I think I've got one for you.

By my definition anything self gaining that can f** you up is a rats. Your cat might be to tame to qualify.

21
Variants and Fan Cards / Re: Rats
« on: August 12, 2018, 08:27:01 am »
Tribble
Cost: $3
Types: Action/Reaction

+2 Cards
You may play a Tribble from your hand.
--
When another player plays an Attack card, you may first reveal this. If you do: Look at the top card of your deck. Discard it or put it back on top. If you discarded another card than a Tribble, gain a Tribble on top of your deck.

I like this but it needs to cost more than 3. It looks to me
to be  a no-brainer to open with two of these where you can.

I still think it’s cheap at 4. Though maybe 5 is too much. Guess you’d have to play test it.

22
Variants and Fan Cards / Re: Rats
« on: August 10, 2018, 07:16:13 am »
Quote
Spiders Action - Attack, (Supply # = Same as Curses)
Each other player gains 2 Spiders.
Trash this.
---
When you buy this, take 2 Action tokens.

Ever see that video where somebody squashes a spider and thousands of baby spiders come out? Yeah.

Edit: Since I don't like tokens:

Quote
Spiders Action - Attack, (Supply # = Same as Curses)
Each other player gains 2 Spiders.
Trash this.
---
When you buy this, you may trash a card and/or an Action card from your hand.

I have to admit, though, that the Action tokens are a bit more clever.

Edit 2: Changed cost and wording.

What's an action token?

23
Variants and Fan Cards / Re: Rats
« on: August 10, 2018, 07:11:25 am »
For the mole, i think taking away the +1Action might solve it, then can take away the condition about being the first action card. Possibly still too strong with some form of Village, but only if you have a way of keeping victory cards out of your hand.

Mole
Cost: 2$
Gain 2 Moles
Reveal your hand, if you have no victory cards then +4$


I actually think the gain 2 moles makes it weaker than gain 1 mole. Gaining 3 moles would make it even worse. With 2 we get

for example,

Buy a mole turn 1  - 1 mole in deck of 11, 3 estates
Play a mole turn 4 - 3 moles in deck of ~16 3 estates
Play a mole turn 6 and buy a province - 5 moles in deck of ~22 4 victory cards.
At that point I'd probably want to stop playing them until we hit the last 1-2 draws unless i've figured out a way of discarding the victory cards and getting enough actions.


EDIT: Also, I  like to think of this as an inverse Baron, plus self gaining.

24
Variants and Fan Cards / Re: Rats
« on: August 10, 2018, 06:56:05 am »
You're right, maggots is pretty pointless. Here is a modification.

Cost: 0
+2$
Each player gains a maggots or skips a turn
When you buy this, +1 buy
When this is trashed, gain 4 maggots

I'll give some more thought to the other cards.

25
Variants and Fan Cards / Rats
« on: August 09, 2018, 02:46:30 pm »
As everyone loves rats, here some more 'rats'.

Ok, they're probably not the best thought out cards, but maybe we can turn this into a rats thread. Add your own, refine and mock.

All cars have 20 copies.

Locust:
Cost: 3$
+1 Card +1 Action
Gain a Locust. Trash a card from you hand other than a locust. Each other player either gains a locust or draws 3 cards, trashes 2 and discards the other. When you trash this return it to the supply and every player gains a locust.

Baby Snakes
6$
+1 Card +1 Action +2$
Gain 2 baby snakes. Each other player reveals the top cards of their deck. If eithr are a Baby Snakes they reveal their hand and trash all cards other than victory cards, otherwise discard.

Mole
2$
 +1 Action
Gain 2 moles. Reveal your hand, if you have no victory cards in it and this is the first action card you've played this turn then +4$

Maggots
0$
If this is the first time this game a Maggots has been played, each other player gains a maggots. When you trash this, gain 4 maggots.

Piranha
3$
+1 card +1 Action +3$
Gain a Piranha. Each other player draws 2 cards and reveals their hand. Any player with two or more piranhas trashes all cards in their hand other than piranhas.



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