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1
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: April 24, 2020, 10:41:49 am »
Quote
Deed ($4, Action)
+1 Card
+1 Action
-
Instead of paying this card’s cost, you may trash a Deed from your hand.
-
When you trash this, +1 VP

Simple but interesting! I wanna play a game with this and Lurker...

2
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: April 21, 2020, 03:11:11 pm »
This is the first time I've ever participated in one of these contests, so please excuse any mistakes I make thanks to my noobness. Anyways, here's my idea. Probably needs some tweaks but I think it's interesting.



Welcome! I'd say the card looks pretty balanced, at least compared to Experiment. Gets confusing with Procession but hey, plenty of real cards do too.
(You can put coin symbols into card text with the $ symbol by the way... unless the plan was for '1 coin' to mean Coffers, in which case, woah)

3
Dominion General Discussion / Re: Interview with Donald X.
« on: April 21, 2020, 07:43:05 am »
Thanks for the answers, I guess all we'll be able to do for a while is play online anyway (though I did just get Dark Ages delivered, pretty much just to look at). I'm enjoying fakedrafting Magic now, so thanks for that. Also, I just realised Energizer is a counters card!

4
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: April 18, 2020, 08:57:38 am »

Quote
Appraiser
$2* Treasure
-
When you play this, trash this and gain two cards with a combined cost exactly equal to this in $.
-
This costs $1 more per card you have in play.

A far stronger and more versatile Horn of Plenty. Impossible to buy with Coppers, easy to buy with a single Gold, which hopefully makes its rewarding ridiculous engine turns (Play 10 cards+ this for a Colony and a Copper, or 15+ this for two Provinces) balanced!

5
Dominion General Discussion / Re: Interview with Donald X.
« on: April 18, 2020, 08:36:22 am »
Hey Donald, any thoughts on the new Magic set (Ikoria)? The ability counters in it reminded me a lot of Adventures and I'm surprised they hadn't been done before.
Are there any mechanics from Dominion you'd be interested to see adapted to Magic? (My first thought is Hexes)

6
Variants and Fan Cards / Re: Really bad card ideas
« on: March 29, 2020, 08:30:19 pm »


Menagerie has animals, right? So let's make some bigger ones.

7
Dominion General Discussion / Re: Menagerie Previews 3: Exile
« on: March 04, 2020, 09:55:27 am »
Bounty Hunter looks like the closest to Menagerie (the card) card we've seen so far from Menagerie, what with the caring about cards that aren't copies! Is the choice of the word 'bounty' a reference to Cornucopia or is that just a perfect coincidence?

Is there any significance in it saying 'if you don't have a copy' instead of 'if you have no cards with the same name as it', as I'd imagine it probably would have said if the card had been in Cornucopia?

8
Variants and Fan Cards / Re: Really bad card ideas
« on: February 05, 2020, 05:53:39 pm »
Silly Rotating Supply
Landmark
Setup: Shuffle all Action cards you have access to together and divide them into 10 equally-sized Supply piles, then do the same for Treasures (3 piles) and Victory cards (3 piles). Only the top card of each pile can be gained or bought.
-
Whenever an Event is bought, shuffle it back into the Events pile and add the top Event of the pile to the kingdom.

9
Variants and Fan Cards / Re: Really bad card ideas
« on: January 17, 2020, 10:27:06 am »
Displease Donald X
Event, $5

Choose a card from a non-Dominion deckbuilding game. Create a new Supply pile with ten copies of it and follow any Setup rules it has.
Add a +$1 Cost token to each Treasure supply pile.

10
Dominion General Discussion / Re: Dominion: Menagerie
« on: January 08, 2020, 06:20:24 pm »
Here's hoping that every animal card has the Rats/Magpie mechanic, I want a kingdom of ten cards that gain copies of themselves...

11
Dominion General Discussion / Re: Interview with Donald X.
« on: December 23, 2019, 08:12:38 am »
Thanks for the answers! I was wondering how you usually did set-up because we take ages picking and swapping cards before the game. I should make more use of those randomisers!

I supoose my last question on that subject is how do you choose which and how many Events/Landmarks/Projects to play with? I've seen you like to do a certain number of cards from whichever expansion you're testing, so do you only use Landmarks if you have Empires cards in the kingdom or something like that?

When making a new card, is 'what happens if I Inherit/ King's Court/ Prince this?' a consideration right from the start? Are there any older cards you specifically test new cards alongside?

(Also for the record I'm definitely NOT the sort to try to trick people with Council Rooms! And I think I keep confusing Amulet for a Treasure, but that's my problem)

12
Dominion General Discussion / Re: Interview with Donald X.
« on: December 23, 2019, 05:11:07 am »
Hey Donald, I have some questions!

How often do you play Dominion 'for fun' nowadays, or does it feel mostly like work? How competitive are you in those games?

In general, are there any sorts of abilities (Villages, +Buys, etc) that you would never play without (in a non-playtesting game)?

In my group everyone's far too polite and no-one wants to be the first to buy an Attack, while we love the mutually-beneficial player interaction cards. How important do you feel Attacks are to the Dominion experience? Do you prefer to have zero, one or more Attacks in a kingdom and do you like to ensure there's a Reaction when you have them?

Last boring question, even more optional than the rest:
Do you play with any sort of 'if someone didn't notice when I played Council Room and it's their turn, they've missed their chance to draw a card' rule? Do you often have experiences with people forgetting to do things (I find it happens a bit with Amulet) and how do you deal with it?

Sorry if this was a bit long!

13
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 21, 2019, 07:13:49 pm »
Sleepwalker
$2
Action
Reveal cards from your deck until you reveal a Dream card. Discard the other revealed cards, then play the Dream card.
--
Setup: Choose 3 random Action Supply piles other than Sleepwalker. Action cards from those piles are Dream cards.
So, you could have Goons as a Dream card and reliably play it every time you have another card costing $2 in your hand? You know what, that sounds fun!

14
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 18, 2019, 02:42:00 pm »
I don't think Rotten Egg Basket should be a reaction. Duchess isn't a reaction.

Agreed. I was basing it on Trader being a Reaction but I see the difference there now.

I'm replacing my earlier entry with this fixed and far less wordy version. Here we go:

Quote
Rotten Egg Basket
$3 Curse
---
-4 VP
-
When you gain this, look through your discard pile for up to 2 cards named Curse, then trash them.

The rulebook that would come with this would say 'when someone gains a Curse, they can choose any card with the Curse type that's in the Kingdom'. I've made it trash the Curses instead of returning them to the Supply, so when the vanilla Curses run out people have to gain Rotten Egg Baskets instead until those have run out too. Might be unfair but hey, I tend to avoid playing games with Attacks anyway ;D

EDIT: spelling and the rule

15
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 18, 2019, 02:04:18 pm »

Quote
Rotten Egg Basket
$3 Curse-Reaction
---
-4 VP
-
When you would gain a Curse, you may gain this instead. If you do, reveal cards from your deck until you reveal 2 cards named Curse. Return the revealed Curses to the Supply and discard the rest.
Just like putting all your eggs in one basket- you can bundle your Curses up into one slightly more Curse-y card and (hopefully) trash it later!

Errata: I was considering adding a Setup rule to add an extra Curse-giving Attack to the kingdom to make up for the potentially wasted space, but decided that was way too wordy.

Avoiding letting it return itself to the Supply was a problem and has made the wording a little weird too, I'd appreciate feedback on how to make it a bit simpler!

EDIT: fixed the text to match the card image (it said -3VP)

I think it is simpler to just make it a buyable card that moves curses back when purchased. I would do something like this.

Quote
-4%
-
When you buy this, +1 Buy. Look through your discard pile. Move up to 3 Curses from your hand or discard pile to the supply.

Yeah, simplifying it that way would help. My thinking was to stay true to the "gain a Curse" wording on Attacks (in my mind, "gain a Curse" means to gain a card with the Curse type like Hero's "gain a Treasure", rather than the specific card named Curse) but I was probably overthinking it so I might try reenterring a version closer to your idea.

I think it would need to be guaranteed to return the same amount of Curses every time you gain one though, otherwise it'd be too much of a gamble to buy one? If you only find one Curse in your discard, it'd be a pretty unsatisfying purchase. If you can get one when you're attacked, you're gonna be getting -1 VP  anyway, so I think it'd make for some interesting tactical decisions (but only if you mostly know what you're in for?)

16
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 13, 2019, 12:18:01 pm »
Quote
Rotten Egg Basket
$3 Curse-Reaction
---
-3 VP
-
When you would gain a Curse, you may gain this instead. If you do, reveal cards from your deck until you reveal 2 cards named Curse. Return the revealed Curses to the Supply and discard the rest.
Is it supposed to be -3VP or -4VP? the image and description don't match.

Oh, oops. Definitely -4VP, so it's worse to have than three curses.

17
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 13, 2019, 06:51:22 am »

Quote
Rotten Egg Basket
$3 Curse-Reaction
---
-4 VP
-
When you would gain a Curse, you may gain this instead. If you do, reveal cards from your deck until you reveal 2 cards named Curse. Return the revealed Curses to the Supply and discard the rest.
Just like putting all your eggs in one basket- you can bundle your Curses up into one slightly more Curse-y card and (hopefully) trash it later!

Errata: I was considering adding a Setup rule to add an extra Curse-giving Attack to the kingdom to make up for the potentially wasted space, but decided that was way too wordy.

Avoiding letting it return itself to the Supply was a problem and has made the wording a little weird too, I'd appreciate feedback on how to make it a bit simpler!

EDIT: fixed the text to match the card image (it said -3VP)

18
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 12, 2019, 06:24:34 am »
Congrats [TP] Inferno, a very elegant card!

I've thought again about my card and I agree with all the comments on it. I think it would be a lot more interesting as:
Quote
Preacher
$4 Action
-
+1 Card
Reveal any number of cards from your hand, then reveal that number from your deck. Either trash all the revealed cards, or discard them.
EDIT: Okay, this might still be grossly overpowered in the early game?

19
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 11, 2019, 06:35:18 pm »
Hope I'm not too late! No worries if I am!



Quote
Preacher
$4 Action
-
+$1
Reveal any number of cards from your hand, then reveal the top card of your deck. Either trash all the revealed cards, or discard them.

I'd imagine this works well right at the beginning of the game, then progressively gets riskier to play but potentially more rewarding if you have a hand fulla' curses. Sort of like a safer Lookout, I suppose.

20
Variants and Fan Cards / Re: Really bad card ideas
« on: November 10, 2019, 05:48:40 am »


Pretty sure I've forgotten some rules...

21
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 22, 2019, 07:33:00 am »
FlyerBeast as the runner-up.

I'm honoured, Commodore, thanks! Last week certainly was an interesting contest, lots of card interactions to think about at once. Looking forward to the next one!

22
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 16, 2019, 06:24:57 pm »
Very interesting cards and Traveller combos.

Morsel - I do enjoy the decision a player has to make about when to start this line and give their opponents a free Coffers token. That Coffers will mean different things at different stages of the game; early game probably seeing the most benefit. Of course (get it... course!?) those Coffers may be more beneficial to the player that has extra Buys to use them with.

Morsel/Meal Combo- Cool combo potential with Morsel. I wonder if it's too strong though. One Morsel/Meal combination makes $9 Coin and 4 Buys (including your starting Buy). For 2 Morsels/Meal it's $14 Coin and 6 Buys. With Coffers laying around it wouldn't be that hard to hit 1 Province and 2 Provinces respectively. I think this will end games a lot faster than people can get a Toast thing going.

Dessert - I can tell you from experience that +3 Coffers is very strong, even on a terminal Action. Enough so that it almost on its own justifies the all powerful, fourth, Traveller line spot. Adding the ability to gain a $5 cost makes it bonkers strong. The top decking from play is also a very good ability on it's own.

Toast - I like the trashing effect. If it's there to punish players, I don't think the game will ever last long enough to get to that point.

Again, this is a very interesting line. I just think a closer look needs to be taken on a few of these cards. Thanks for sharing!
Thanks for the kind feedback! I've reworked those cards a bit, mostly to make them less powerful. So, here's the set with the changed ones in:



And these are the changed texts:
Quote
Meal
$4* Treasure-Traveller
--
+1 Buy
When you play this,
+$1 per Buy you have.
(Including the +1 Buy from this)
-
When you discard this from play, you may exchange it for a Dessert, or two Morsels.
I just reduced the +$2 per Buy to +$1. Just +$1 for a $4-cost card seemed bad to me at first but I'd say it's balanced alongside Miser etc? One play of this and a Morsel will still get you $5 though so it's still pretty strong.

Quote
Dessert
$5* Treasure-Traveller
--
Choose one: +2 Coffers and put a card costing up to $5 you have in play on top of your deck; or gain a card costing up to $5 and exchange this for a cheaper Traveller, putting it into your discard pile.
-
When you discard this from play, you may exchange it for a Toast.
Though it's a lot wordier now, it's more similar to Feast (And therefore, I hope, balanced at $5) in that it 'trashes' itself back a stage or two. I might be too enamoured by the card-from-play-topdecking though so I nerfed it and kept it as a choice. 3 Coffers is an awful lot now I think of it, so that's been reduced. I had to clumsily say 'put it into your discard' instead of 'discarding it' because otherwise if you exchanged it for a Meal you could exchange it straight back into a Dessert again.

23
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 14, 2019, 04:32:31 pm »
Wow, beaten to posting a Treasure-Traveller idea! At least mine're the only Treasure-Travellers that are also food!



I hope you find the line quite flavourful ;)

Quote
Morsel
$2 Treasure-Traveller
--
$1
+2 Buys
-
When you gain this, each player (including you) gets +1 Coffers. When you discard this from play, you may exchange it for an Aperitif.
That's a heck of a discouragement from buying this! Hope it turns out to be worth it...

Quote
Aperitif
$3* Treasure-Attack-Traveller
--
When you play this, you may trash this, to gain a Gold to your hand. Otherwise, +$2 and each player (including you) gains a Copper.
-
When you discard this from play, you may exchange it for a Meal.
I'm a sucker for mixing up types so here's a Treasure-Attack with some self-junking.

Quote
Meal
$4* Treasure-Traveller
--
+1 Buy
When you play this,
+$2 per Buy you have.
(Including the +1 Buy from this)
-
When you discard this from play, you may exchange it for a Dessert, or two Morsels.
A Buy-Diadem. Plus, you can loop around in this traveller line! And... aha, that's what the +2 Buys on the Morsels are for!

Quote
Dessert
$5* Treasure-Traveller
--
+3 Coffers
Gain a card costing up to $5. Put a card you have in play on top of your deck.
-
When you discard this from play, you may exchange it for a Toast.
I had to have an actual Feast-like effect in one of these cards, obviously. The topdecking might force you to slow down some of your Travelling?

Quote
Toast
$6* Treasure-Duration
--
For the rest of the game, when you play a Traveller, +1 Buy, +$2 and +1VP. During each clean-up phase, if you played one or more Travellers this turn, trash a card instead of discarding it.
(This stays in play. This is not in the Supply.)
I might have gone a bit far in the trashing 'downside' for this, but I'd imagine that by the seventh shuffle you'd have given yourself enough junk that this could be helpful for streamlining your deck (plus, the Buy this card gives you could be useful for buying extra Coppers to trash)

24
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 07, 2019, 07:48:42 pm »
So...
Toll Cards

Ever wished games would just last that little bit longer? Think you could get the edge on your opponent if you had just one more turn? These cards are meant to give the ending of the game a bit more drama, if it needed it. They sit outside of the Supply until placed on top of supply piles (One type each for Treasures, Actions and Victory cards, each with a different way to place them there) and serve to make the cards people really want just out of reach, until someone buys one and get its negative effect.

The regrettably wordy "While in the Supply, if the card under this costs less than $x, this costs equal to it" bit at the end of their text means that if you cover the Estates with one, it'll cost $2 to get out of the way (into your deck) but if you cover the Provinces with one, it'll only cost $6 to clear. And yes, Salt The Earth and Lurker deal with some of these nuisances instantly, no problem.



Quote
Road
$5 Action
--
+3 Cards
Put a Toll Booth card on top of an Action supply pile that doesn't have one, and if you did, trash this.

Roads can lead you places, and in this case they're places that'll cost you. If you've managed to play enough of these to cover every Action supply pile, hey, you don't lose it.

Quote
Toll Booth
$5* Action-Toll
--
+1 Action
+ $1
-
When you gain this, look at the top 4 cards of your deck and discard all the Treasures other than Copper, putting the rest back in any order. While in the Supply, if the card under this costs less than $5, this costs equal to it.

A bit of a rubbish Action once you have it, but I didn't want it to do nothing, it's not a Curse...



Quote
Fortify
$5 Event
--
Put a Portcullis card on top of each Treasure supply pile that doesn't have one.
If you placed 3 or more cards, +3 Coffers.

I suppose this is also worth buying if you get really inconsistent amounts of coin each turn, to turn the excess one turn into Coffers for the next...

Quote
Portcullis
$5* Treasure-Toll
--
$2
-
When you buy this, trash a Treasure other than Copper you have in play and gain a cheaper Treasure. While in the Supply, if the card under this costs less than $5, this costs equal to it.

Bummer! A reverse Mine? And you have to inflict it on yourself!? If you want you can trash a Gold to get rid of another one at least.



Quote
Gatehouse
$6 Action-Treasure
--
Put a Wayside Inn card on top of every Victory supply pile that doesn't have one.
-
This is always gained onto your deck. This is worth 2 VP per Toll card in the Supply at the end of the game.

The gaining-onto-your-deck is just to ensure it could be worth the buying risk on your penultimate turn. It pays to buy these as late as possible, too, so no-one else can get rid of the rest of the Toll cards...

Quote
Wayside Inn
$6* Victory-Toll
--
1 VP
-
When you gain this, return an Action card you have in play to the Supply. While in the Supply, if the card under this costs less than $6, this costs equal to it.

The endgame's gonna get weird when you're sacrificing Action cards just to be able to end the game. Hope you built a deck that can withstand it! They return to the supply just in case that might, at a pinch, prevent a three-pile ending.

25
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: April 25, 2019, 06:28:26 am »


Seneschal

Cost: $1
Type: Action
+ $1
You may trash an Estate from your hand for +1%.
-
Setup: Each player starts with one extra Estate
(Not from the Supply).

One of those cards that aims to mess up openings, and not in necessarily a pleasant way! You could open with a 1/5 split, but fortunately, there's a virtual Copper you can afford that'll take those Estates away at no disadvantage! It must have a bit of a weird interaction with Baron, probably mostly beneificially?

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