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Messages - mandioca15

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1
Weekly Design Contest / Re: Weekly Design Contest #156: When Gain
« on: June 30, 2022, 01:30:51 pm »
Adding an "on your turn" clause should fix those edge cases.

Agreed, managing to trash someone else's hand when it's not their turn would be a pretty horrible experience for them. Have changed the card to reflect this.

2
Weekly Design Contest / Re: Weekly Design Contest #156: When Gain
« on: June 27, 2022, 06:28:10 pm »
County (Victory, $6)

6VP

———
When you gain this on your turn, trash your hand.

A cheaper Province, but there’s a catch. Do you want to trash lots of cards? Sometimes you will…

3
Dominion General Discussion / Re: Prosperity 2E Preview 3
« on: June 01, 2022, 01:34:52 pm »
Tiara goes well with Bank - you can play Bank twice for (hopefully) lots of coins, and Tiara even provides the Buy Bank really needs. Tiara also contributes $1 to Bank's total, and you can topdeck any gains you make!

4
Dominion General Discussion / Re: Seaside 2E Preview 3
« on: May 18, 2022, 02:31:14 pm »
If a Corsair is in play, does the first played Silver or Gold by another player have any effect before it is trashed? Do you still get the $2 or $3, or is it just immediately trashed with no effect?

5
Weekly Design Contest / Re: Weekly Design Contest #146: Contacts
« on: March 24, 2022, 03:14:24 pm »
~24 Hour warning

Here's the list of entries I have. Let me know if I missed yours.
Also, @MrFrog, did you want to make a new entry (or tweak your first one)?

Noblewoman by Gubump
Way of the Seagull by MrFrog
Shrine by JW
Neutral Ground by emtzalex
Organizer by NoMoreFun
Retailer by xyz123
Mentor by 4est
Borderlands by infangthief
Assassin by X-tra
Craftsman by AJL828
Stooge by trivialknot
Nursery by spineflu
Court Occultist by Xen3k
Allies' Village by Carline
Foreign Market by Commodore Chuckles
Bribery by Augie279
Delegate by Joxeft
Pawnbroker by Firestix
Syndicate by Aquila
Peacemaking by UltimateGeek
Chamberlain by Lackar
Marchioness by D782802859
Procurator by Timinou
Schmooze by Chappy7
Exchange Rate by arowdok
Demolition by jakav

wow, that's a lot of entries. I'll have my work cut for me tomorrow...

My entry (Concierge) is missing.

6
Weekly Design Contest / Re: Weekly Design Contest #146: Contacts
« on: March 18, 2022, 02:51:42 pm »
Concierge (Action-Liaison, $5)

+$2
+1 Buy

Trash a card from your hand.

This turn, when you trash a card, +1 Favor.


If you set things up correctly, Concierge can do nice things for you further down the line.

7
Hops (Treasure, $2)

+1 Buy
+$1 per Action card you have in play.
Trash this.

8
Dominion General Discussion / Re: Allies Preview 1: Allies
« on: March 05, 2022, 06:30:22 am »
When scoring with Plateau Shepherds, are cost reductions taken into account, or is it just the static cost of the cards? For example, if you had bought Canal, would Silvers cost $2 or $3 when scoring?

9
Weekly Design Contest / Re: Weekly Design Contest #138: A Revealing Contest
« on: December 23, 2021, 03:49:46 am »
Guinea (Treasure-Reaction, $5)

+$2
+1 Buy
------
When something causes you to reveal this (using the word "reveal"), put it into your hand.

10
Weekly Design Contest / Re: Weekly Design Contest #136: ‘Tis the Season
« on: December 03, 2021, 07:50:57 am »
Charlatan (Action, $5)

+3 Cards
+1 Action
———
When you gain this, each other player may play an Action card from their hand.

Non-terminal big draw, but your opponents get to play a card for free, possibly improving their hand and/or attacking everyone. For clarity, cards are played in clockwise order.
This is obviously too good. It is two Labs vs something that is weaker than a Village (Coins and Buys evaporate when it is not your turn, Draw can be hurt by Militias).

There are edge cases where your opponents could actually do quite a lot on a Charlatan turn (e.g. if they have two King's Courts and a draw card in hand to kick off and they have gainers or Remodelers in their deck).  But in general, yes, a lot of Action cards don't provide much value if played outside your turn.

Would it work better if it just gave +4 Cards instead, rather than the nonterminal card draw?

11
Weekly Design Contest / Re: Weekly Design Contest #136: ‘Tis the Season
« on: December 03, 2021, 06:16:56 am »
Charlatan (Action, $5)

+3 Cards
+1 Action
———
When you gain this, each other player may play an Action card from their hand.

Non-terminal big draw, but your opponents get to play a card for free, possibly improving their hand and/or attacking everyone. For clarity, cards are played in clockwise order.

12
Weekly Design Contest / Re: Weekly Design Contest #135: Go Big or Go Home!
« on: November 30, 2021, 01:12:28 pm »
Results

Firstly, thank you all for your entries. This is only the second time I've had to do this, but it's been fun thinking about these cards and their relative merits/demerits. Feel free to disagree with any of the following.

Revitalize (JW)

Displace as a Project, roughly. This feels useful and fairly priced, and particularly nice with TFB cards.

Process (Mahowrath)

Another high-price gainer. I don’t like the fact that you can simply play this and gain a Province, as that feels too easy. Also, high-priced cards tend to be terminal, while this one isn’t. This might work better as a cheaper Night card.

Financier (kru5h)

Simple and useful for quick coins and/or buys. A fine card, if not particularly interesting.

Bureaucracy (NoMoreFun)

Bureaucrat becomes a Project! I don’t know if many decks really want that much Silver, as the gaining is not optional. It might be useful for defence or if there’s some good TFB present. Overall, it feels a bit niche.

Regenerate (Aquila)

Remodel’s bigger brother. This feels very powerful, even with the set aside limitation - it looks underpriced. I think it might work better if a limit was imposed on how many cards you can set aside.

Daemon (Timinou)

Some interesting effects here, but it feels as though this card is trying to do too much at once, in order to justify its price. Splitting it into two cards might work better, but then neither card would fit into the rules of this contest.

Queen’s Park (majiponi)

Another high-price gainer. Given that the card you gain costs the same as Queen’s Park itself, this feels rather pointless - why not just buy the card you gain in the first place?

Pirate Island (segura)

A very interesting Victory card. The cares-about-price-points in your deck is new, as is having an additional cost when gaining the card. I think the latter idea is something that would work well in the game as a whole, so this is a decent card, in my view. I guess there might be issues in terms of what “cost” means: does this include Debt and Potions costs, or is it limited to coins?

Armada (grep)

Gaining VP tokens if you can induce certain discards, while a new idea, feels wrong because it doesn’t bring the game any closer to an end. It also feels a bit too much like Sea Hag, in that you get no benefit yourself when playing it. The +4 Cards next turn is nice, but maybe that benefit could be split across the two turns.

Colosseum (AJL828)

Haggler as a Project! I like Haggler, so I’m pleased to see this concept. It looks useful in many Kingdoms with plenty of choice in terms of how you can make it work for your situation. It perhaps could be priced at $8, but it definitely can’t be lower than $7, so I’m prepared to let that slide. A good design!


King’s Isle (4est)

Another Victory card. This is effectively Duchy-plus with a nice effect on gain. With the right amount of skill, buying this at the right time can put you a long way towards winning. I like this idea a lot.

Landscaper (LibraryAdventurer)

Groundskeeper as a Reserve card. Again, this has a similar problem to Armada in that its VP token gains don’t advance the game in any way. I also feel that $7 is too much for a Reserve card, given that you likely won’t play it as often as you would an Action card.

Oil Refinery (The Alchemist)

A large Pawn, with the ability to transfer that ability to further cards you play this turn. I like the ability to choose the same option multiple times if needed. That being said, I’m not sure that’s enough to justify a $7 price point - it feels more like a $6 to me.

Border Wall (spineflu)

Auto-exile anything you don’t want in your deck at an escalating cost. This is definitely better than the original version, as you’d only get to do this a few times when you really want to (Bounty Hunter has a similar problem). Given the escalating cost of discarding, I’m not sure if $7 is the right price for this - $6 might work better, but it’s hard to tell without playtesting.

Master (xyz123)

A more powerful Steward. This feels simple yet useful, and the flexibility merits the price tag it has. You can do many things with Master, so there is a fair bit of skill involved. This is a good entry.

Colossus (Firestix)

This feels like an attempt to weave Seven Wonders into Dominion! This is a very interesting idea. You basically need to have more than one Colossus in your deck, with multiple overpays, in order to get the overpay bonus. I think the number themselves need some tweaking, since it doesn’t look to compare that well with Province, but I applaud the idea.

Coronation Site (Xen3k)

An interesting Laboratory/Throne Room fusion, with a few VPs thrown in for good measure. This feels a bit like an Intrigue outtake, with its similarities to Nobles. The price point feels valid for what it is, but it still gives you options - it would work in many kinds of decks. I like this idea.

Volume Discount (spheremonk)

A bigger version of Workshop. Feels nice and useful, although I’m not sure how useful you’d find it once you have a deck capable of producing $9+.

Charge (emtzalex)

Eat your heart out, Madman! The drawer to end all drawers, this essentially draws your entire deck if you can trigger it. It’s hard to tell if this is balanced - the numbers might need tweaking. Is $10 really worth paying for a one-shot, even for such a powerful effect? It’s a big opportunity cost and requires a lot of support to set up.


Runners-up
Pirate Island by segura
King's Isle by 4est
Coronation Site by Xen3k

Winner
Colosseum by AJL828

13
Weekly Design Contest / Re: Weekly Design Contest #135: Go Big or Go Home!
« on: November 29, 2021, 01:28:20 pm »
Entries are now closed. I hope to post the results within the next day.

14
Weekly Design Contest / Re: Weekly Design Contest #135: Go Big or Go Home!
« on: November 28, 2021, 01:08:31 pm »
Entries will be closed in 24 hours' time.

15
Weekly Design Contest / Weekly Design Contest #135: Go Big or Go Home!
« on: November 22, 2021, 01:41:13 pm »
Design a card(-shaped thing) that costs $7 or more.

It can be a normal Kingdom card, an Event or a Project.

I will judge based on how well it merits its high price tag, its simplicity and how fun it looks to play.

For simplicity's sake, I will disallow split piles, or anything that requires an additional card in order to gain it.

16
Weekly Design Contest / Re: Weekly Design Contest #134: This is Worthless
« on: November 22, 2021, 01:11:36 pm »
Thanks for the win, 4est. I was pleased with my card but thought it would be too simple to do well, so I was pleasantly surprised by the outcome.

I'll try to post a new contest later this evening.

17
Weekly Design Contest / Re: Weekly Design Contest #134: This is Worthless
« on: November 12, 2021, 06:16:44 am »
Bequest (Event, $0)

Once per game: +2 Buys.

A free additional Buy! You can use it to power up your deck early on, or gamble and save it for the end to grab Victory cards.

18
Weekly Design Contest / Re: Weekly Design Contest #133: A Time to Feast
« on: October 31, 2021, 04:47:03 pm »
Clairvoyant (Action-Doom, $4)

Gain a card costing up to $5.

You may discard a Treasure from your hand. If you didn't, receive the next Hex.

19
Ill-Gotten-Gains/Monastery. Use IGG's Copper-to-hand ability to boost your buying power, then get rid of the Copper via Monastery's trashing (and thin your deck even further, if you actually bought something this turn).

20
Weekly Design Contest / Re: Weekly Design Contest #132: All Hallow's Eve
« on: October 20, 2021, 01:35:42 pm »
Seance (Night-Gathering, $3)

For each card you gained this turn, choose one: trash a card from your hand and add a VP token to the Seance Supply pile, or take the VP tokens from the Seance Supply pile.

21
Weekly Design Contest / Re: Weekly Design Contest #130: Sidekicks
« on: October 03, 2021, 10:07:26 am »
Goshawk (Action-Reaction, $3)

+2 Cards
———
When you play a card that has two or more types, you may play this from your hand.

This forms a split pile with Falconer.

22
Weekly Design Contest / Re: Weekly Design Contest #129: In Play
« on: September 20, 2021, 07:57:34 am »
Visigoth (Action, $4)

+$2
+1 Buy

If all the cards you have in play are differently named, +1VP per card you have in play and trash this.

23
Using picture 3...

Eyrie (Action, $5)

+4 Cards
You may discard 2 Cards, for +1 Action.

If you choose the discard option, this is already a better effect than Laboratory. And it can also give +4 cards as a terminal. So it has to cost $6.

Wasn’t sure initially if it should cost $5 or $6 - will modify it.

Eyrie (Action, $6)

+4 Cards
You may discard 2 Cards, for +1 Action.

24
Using picture 3...

Eyrie (Action, $5)

+4 Cards
You may discard 2 Cards, for +1 Action.

25
Weekly Design Contest / Re: Weekly Design Contest #125: What's the Draw?
« on: August 13, 2021, 02:40:21 pm »
Innkeeper (Action, $4)

+1 Action
Reveal the top card of your deck; you may discard it or put it back.
+1 Card per type it has.

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