Dominion Strategy Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - spineflu

Filter to certain boards:

Pages: [1] 2 3 ... 53
1
Variants and Fan Cards / Re: Builder / Conqueror
« on: Today at 11:15:14 am »
i'm with segura on this one; a victory remodel shouldn't be nonterminal

2
- Prosperity also lacks a sifter, so I added a sifting element too.

Vault doesn't count?

(your card looks good tho, I like it).

3

Quote
Joint Venture $5 Treasure
$2
If your discard pile is empty, put your deck into your discard pile.
You may trash or play a Copper from your discard pile.

Replaces Loan and Venture, freeing up a slot to do something more interesting. Why's it a Joint Venture? well, for one, it can play or trash the copper. two, 'venture' is already a card. and three, it was going to be named "Accountant" but then I remembered that treasures shouldn't be named after people.

4
I went and made a knights-esque unique pile for this.
Sorry in advance. I'll include some commentary about how each one is different.
It should only need 10 Combination cards, since I think I effectively locked out recursion.

General overview:
Each farmer allows terminally* combining of two* differently-named* Action cards*, which lets you take the respective combination card. The farmer stays in your deck and acts as a BoM-esque command card for specifically the cards it* set aside; the cards set aside do not change or shift once set aside*.

Things with an asterisk aren't on every card - that's one of the parameters I played with.

How do you keep track of which Combination was created by which Farmer?
Or by "the respective combination card" do you mean that you have Combination cards called "Combination James" etc, rather than "Combination 1" etc? And also tokens with the names rather than the numbers.

yep, exactly: "James's Combination", "Sam's Comination", etc.

5
I went and made a knights-esque unique pile for this.
Sorry in advance. I'll include some commentary about how each one is different.
It should only need 10 Combination cards, since I think I effectively locked out recursion.

General overview:
Each farmer allows terminally* combining of two* differently-named* Action cards*, which lets you take the respective combination card. The farmer stays in your deck and acts as a BoM-esque command card for specifically the cards it* set aside; the cards set aside do not change or shift once set aside*.

Things with an asterisk aren't on every card - that's one of the parameters I played with.

The randomizer.

Quote
Mister James $5 Action - Farmer
If this card has not combined other cards yet, combine up to 3 differently named non-Farmer Action cards from your hand.

Otherwise, play one of the cards combined using this, leaving it there.
Mister James can combine THREE differently named non-Farmer Action cards.

Quote
Mister Owen $4 Action - Farmer
If this card has not combined other cards yet, combine up to 2 non-Farmer Action cards from your hand.

Otherwise, play one of the cards combined using this, leaving it there.
Mister Owen can combine cards with the same name, and costs $1 less.

Quote
Mister Patrick $4 Action - Farmer
If this card has not combined other cards yet, combine up to 2 differently named non-Farmer cards from your hand.

Otherwise, play one of the cards combined using this, leaving it there.
Mister Patrick can combine any non-Farmer type of card. He also costs $4.

Quote
Mister Sam $5 Action - Farmer
If this card has not combined other cards yet, combine up to 2 differently named non-Farmer Action cards from your hand, putting the taken combination card onto your deck.

Otherwise, play one of the cards combined using this, leaving it there.
Mister Sam topdecks the combined card, a one-time benefit.

Quote
Missus Shoshana $4 Action - Farmer
If this card has not combined other cards yet, combine up to 2 differently named non-Farmer Action cards from your hand.

Otherwise, play one of the cards combined using this, leaving it there, and if it produces $, +$1.
Missus Shoshana gives a $1 boost if you set aside a card that makes money, and costs $4.

Quote
Mister Markus $5 Action - Farmer
+1 Action
If this card has not combined other cards yet, combine up to 2 differently named non-Farmer Action cards from your hand.

Otherwise, play one of the cards combined using this, leaving it there.
Mister Markus is non-terminal

Quote
Missus Annie $5 Action - Farmer
If this card has not combined other cards yet, combine a non-Farmer Action from your hand with a non-Farmer card from the Supply costing up to $4.

Otherwise, play one of the cards combined using this, leaving it there.
Missus Annie does a pseudo-gain for one of her cards to combine.

Quote
Mister Alex $4 Action - Farmer
If this card has not combined other cards yet, combine up to 2 differently named non-Farmer Action cards from your hand.

Otherwise, play one of the cards combined using one of your Farmers, leaving it there.
Mister Alex can play cards set aside by any of your Farmers, not just his own.

Quote
Mister Gendo $6 Action - Farmer
If this card has not combined other cards yet, combine up to 2 differently named non-Farmer Action or Victory cards from your hand.

Otherwise, play one of the cards combined using this, leaving it there.
-
Worth % equal to the Victory card(s) combined using this.
Mister Gendo can combine aside Victory cards and effectively doubles their points (once from the combination card, once from his own ability). He costs $6 as a result.

Quote
Missus Errin $5 Action - Farmer
If this card has not combined other cards yet, combine up to 2 differently named non-Farmer Action cards from your hand.

Otherwise, play one of the cards combined using this, leaving it there; you may replay it, and if you do, trash it.
Missus Errin can blow up her own set aside cards (weakening the combination card, admittedly) to replay them.

6


Quote
Rectory $2 Action - Duration
Trash a card from your hand.

At the start of your next turn, you may put this into your hand. If you don't, +$1.

7
Variants and Fan Cards / Re: 6 Fan cards I made (Feedback Wanted!)
« on: May 16, 2022, 08:25:25 am »
herding village feels underpriced, considering that when it hits it's a lost city.

skinner is presumably per action card you have in play, right? It's interesting as the only village. Those aren't usually handsize-negative.

mage is a double lab in any sort of consistent deck. that's probably overpowered at $5. Feel like swapping mage to be "name a card, reveal the top two, put matches into your hand" feels more correct than "name a type".

potter's good. Could probably use some punctuation between clauses.

pot buyers is interesting. I'm not sure I'd make it buy-neutral like that - maybe do "+1 Route. If this is the first time you've bought Pot Buyers this turn, +1 Buy" so it's not every time, because too many route tokens can be way too much defense against trashers, plus gaining things to your hand/topdeck. Provides too much consistency.

wot Falcon is neat. really shapes a strategy around going for expensive actions even if they aren't what you want - could probably see extra use out of Forge/Expand with this.

8

Quote
🙈 🙉 🙊 Trefoil
Attack type Trefoils do not affect players who did not play them. Directly after another player plays a Trefoil, you may play a Trefoil from your hand.

trefoil attacks are auto-moated
and they are all interrupting/out-of-turn reactions.

9
Weekly Design Contest / Re: WDC 151: Now or Later
« on: May 15, 2022, 10:42:40 pm »
Judgment
Lots of solid entries this week. Yall took my "keep it simple" recommendation to heart - lots of these are really tight and concise, and as a result, I didn't have much feedback - they're probably good to go as-is. Take a bow, all of you, you did good work here.

Now for some bad work, by which I mean my judgment of your cards. I'm writing this on way too little sleep after an exhausting weekend; as such, I'm sure there are typos galore. Please bear with me.

Quote
Lunar Witch Action - Attack - Duration $6
Each other player gains a curse.
Now and at the start of your next turn: +2 Cards

Does Witch need a buff? Like I'm sure this is fine, but it being the amalgam of witch and wharf does not enthuse me to play with it - those are both power $5s.

Quote
Galleon Action - Duration $5
You may set aside an Action or Treasure card from your hand. Either now or at the start of your next turn, play that card twice

Hey, an inverse galley. This is good. It might compare a little favorably to Crown, but that's probably ok since this can't play in the Buy Phase, right? Finalist.

Quote
Transporter Action - Duration $3
Choose one: Draw until you have 6 cards in your hand, or at the start of your next turn, +2 Cards.
-
While this is in play, when you gain a card, you may spend $1 to Exile it or put it onto your deck.

I like the while this is in play effect. I think this is probably underpriced if you always just pick the "next turn" option - compare/contrast with Expedition, Den of Sin.

Quote
Dock Project $7
At the start of your Buy phase choose one: +$1; or put a token here and at the start of your turn remove it then +$1 and +1 Buy.
I did not expect to be judging any projects for this. I think this would be done better as like... a sinister plot type deal, rather than tacking new functionality/modality on. I also think this is overpriced for what it gives you - I'd price it closer to $5.

Quote
Expeditionist Action - Duration $5
+2 Cards
Discard any number of cards.  Either now or at the start of your next turn: +1 Card per card you discarded.
I like this. A fun riff on Dungeon. Might have issues tracking number of cards discarded across turns, but maybe that's fine.

Quote
Postal Cart Treasure - Duration $5
Now and at the start of your next turn: +1 Buy and +$1 per Postal Cart any player has in play.
This is a really fun inter-player interaction. There may be a political/kingmaking aspect in who buys these and when you play them in 3+player, but that is for someone who is more of a stickler for that aspect of dominion to kvetch about, i think that stuff is fun. Finalist.

Quote
Traveling Inventor Action - Duration $5
Either now or at the start of your next turn, gain a card to your hand costing up to $4.
Frankly I'm shocked this isn't a real card. Seems like it'd fit in no problem.

Quote
Recast Action - Duration $4
Now and at the start of your next turn:
Trash a card from your hand and gain a card to your hand costing exactly $1 more than it.
Is splitting a remodel over two turns enough of a nerf to justify the gaining to hand while keeping the price the same? I'm not convinced. This is probably too good. I like the art you hunted down for it though.

Quote
Errand Boy Action - Duration $2
Now and at the start of your next turn: +1 Action and +1 Buy
Like Traveling Inventor, this also should probably exist as a real card; really love the simplicity of it. Also, welcome to the forum.

Quote
Wayfinder Action - Duration $4
Now and at the start of your next turn:
Look at the top 4 cards of your deck. Discard any number of them and put the rest back in any order.
I think this can get away with costing $3 honestly. It just does the setup, there's no attached payout. I wouldn't be surprised if something like this that is also an on-play silver shows up as a costing-$5 navigator replacement in seaside v2 (although maybe those replacement cards have been announced and I just didn't see them).

Quote
Desperado Action - Duration $3
Either now or at the start of your next turn:
+4 Cards
Reveal your hand. Discard 1 card per Treasure card revealed
I'm not sure this would play the way you describe - it might be advantageous to do an early greening mostly treasure deck with this. +4 cards is a lot, and if you've got the chaff to toss, it's no penalty.

Quote
Buttinski Action - Duration - Attack $4
Now and at the start of next turn: +$1 and you may trash a card from your hand.
Until the start of your next turn, when any player trashes a card, they gain a Silver.
I'd rephrase the card with the "until the start of your next turn" part first to reinforce the "you'll gain a silver from the trashing" part. I would hate to see this in a game with four players and feodum, as it stacks between players - if everyone has one out, trash a feodum for .... seven? silvers. I think sevens right. It's a ridiculous number, in any event.
It's an interesting effect, and you should workshop it some more. I'm not sure silverflooding is an attack, per se, but it probably is something an opponent would want the opportunity to opt out of, so calling it an attack fits.

Quote
Lamb Action - Duration - Reaction $5
Now, or at the start of your next turn, +2 Cards and +1 Buy.
-
When you gain a card, you may play this from your hand.
This is interesting but I feel like it's too good to always go for the duration draw played off buying+gaining a card. Like it's Den of Sin but swapping the on-buy for plus-buy.

Quote
Churn Action - Duration $3
Now, at the start of your next turn, or both (decide now): +2 Actions, +$2, discard 2 cards.
This is a really cool idea. Finalist.

Quote
Way of the Cicada Way
Now and at the start of your next turn, Choose one: +1 Card; or +1 Action; or +$1
I really didn't expect to be judging any ways. I think this would be better if it just gave +1 card, like NoMoreFun said - it's less flexible and fun, but that's probably fine. I also think it'd be tough to track.

Quote
Tall Ship Action - Duration - Liaison $4
Now and at the start of your next turn:
+2 Cards and each other player gets +1 Favor.
Another in the list of cards that feel like they should exist. Lots of them this contest. I like the giving favors as a penalty but given the variability in Allies, it might be sort of a freebie, yknow?

Quote
Pirate Cove Action - Duration $3
+1 Card
+3 Actions
Either now or at the start of your next turn:
You may discard an Estate from your hand; if you didn't, trash this.
I think the baron hubris thing is super cool, actually, but it probably shouldn't be on a village. Way too easy for someone to collect too many terminals and then break their own deck on shuffle luck putting all the estates at the bottom, yeah? Put that on draw or payload and it'll be much better.

Quote
Royal Decorator Action - Duration $5
Now and at the start of your next turn: Exile a card from your hand that you don't have a copy of in Exile (or reveal you can't). Gain a card into your hand costing up to $4
An interesting take on Bounty Hunter. You might want to tweak the wording on the 'gain a card to your hand...' part to connect it to the exile sentence, so that both are implied as the now-and-later part.

Winner: Postal Cart by emtzalex
Runners Up: Churn by NoMoreFun; Galleon by Gubump

Congrats, emtzalex!

10
Dominion General Discussion / Re: Prosperity 2E
« on: May 13, 2022, 10:15:01 am »
The play effect of Mint is situational but not weak. You often need payload after getting rid of those Coppers and besides Kiln and Treasurer, Mint is the only non-Remodel Platinum gainer in the game.
*cough* Tragic Hero *cough*
also regular hero

11
Weekly Design Contest / Re: WDC 151: Now or Later
« on: May 13, 2022, 12:19:04 am »
whoops forgot to close it. contest closed. i'll get judgment out soon.

12
Weekly Design Contest / Re: WDC 151: Now or Later
« on: May 11, 2022, 06:22:08 pm »
24 hour warning

13
Variants and Fan Cards / Re: Really bad card ideas
« on: May 08, 2022, 08:17:57 pm »
So since we've already got:

Outpost (extra turn, reduced handsize)
Mission (extra turn, reduced buying)
Voyage (extra turn, reduced card playing)

In that spirit, I propose:

Excursion
Event: $5
If the last turn wasn't yours, take an extra turn after this one. During that turn, you can't get +Coin.

This is probably doable with a snow restriction on +coin from action cards and the envious state.

14
"Snow Warning" - create a snowy or chameleon-esque variant of a classic card archetype
Really Revised Card Ideas - revise an entry from the RBCI thread

15
Dominion General Discussion / Re: Prosperity 2E
« on: May 07, 2022, 08:13:33 am »
I can't begin to imagine a Dominion in which King's Court has been removed.
i can. the card was always real good, but as the general strength level of the general action card increased, so too did the comparative strength of a/several KCs. The comparative strength of a KC now eclipses the "interesting decision of whether to scoop that or a try to speedrun provinces while your opponent does KCs", and replacing it with something that comes with a Snow Condition (ignoring amy +whatevers) or other limitation puts it back on a more equal footing that preserves the original race condition. It's a centralizing, ignore-at-your-own-peril card.

16
Weekly Design Contest / Re: WDC 151: Now or Later
« on: May 05, 2022, 01:05:40 pm »
Design a Duration that is either "Now and at the start of your next turn" or "Either now or at the start of your next turn"; The card should not do other things - for example, Caravan wouldn't qualify as this, since it doesn't give +1 Action next turn; or Royal Galley (although it would if it also gave +1 Card on your next turn).

So for official cards, Lighthouse would count for the former, or Barge would count for the latter. A non-exhaustive and lazy list.

So would Caravan qualify if it was worded as "+1 Action. Now and at the start of your next turn, +1 Card."? Because Lighthouse also doesn't give +1 Action next turn, yet you say it qualifies.

this is what I get for just shooting from the hip with "yeah i remember that card" rather than reviewing on the wiki.

In its purest form, the idea is embodied by things like Merchant Ship and Wharf. As I said in the OP, i'm not gonna disqualify anything. Lighthouse would fail to qualify if I was going to strictly enforce that, but i'm a human and flexible, so it's asymmetric-turnwise +1 action is fine. I just don't want something that like... breaks up market over two turns, doing wildly different things on the Now and the Later, if that makes sense.

17


Quote
Baroness $3 Action
You may discard a Victory card. If you did, +$3, and if it was a Duchy, +2 Buys.
Origin: Fracture
Quote
Fracture Origin
When you gain a Duchy, you may return this to gain an additional Duchy.

I went ahead and made it an Origin like infangthief suggested. kept the state colors, bc that's easier than doing math to figure out a good new color for a landscape.

Baroness is a Baron variant. Hey it doesn't clutter your deck up! but also, it doesn't get you free VPs, not on its own anyway, and it doesn't give you +Buys by default.

Fracture is a right-click synonym for Balkanization, which as far as words go, is too directly tied to a real place for me to feel not-weird about putting it a board game with a fantasy setting, no matter how lowercase the 'f' in fantasy is. It implies something like marriage to the Baroness but it tears the landholdings she stewards apart. a little picofiction.

18
Weekly Design Contest / WDC 151: Now or Later
« on: May 05, 2022, 11:45:01 am »
Design a Duration that is either "Now and at the start of your next turn" or "Either now or at the start of your next turn"; Ideally, the card should not do other things - for example, Caravan wouldn't qualify as this, since it doesn't give +1 Action next turn; or Royal Galley (although it would if it also gave +1 Card on your next turn). The focus should be on the benefit from the "now and next turn" action, rather than something ancilliary.

So for official cards, Lighthouse Wharf would count for the former, or Barge would count for the latter. A non-exhaustive and lazy list.

As for additional rules, I'm not going to disqualify entries, mechanics, traveller lines, split piles, yadda yadda, but one of the core tenets you should be aiming for is to keep it simple. You will engender a great deal of goodwill from me, who will be judging, by keeping it simple.

Please let me know if you have any questions. Contest will close 5/12, around noon EDT, with judgment to follow.


also i was going to title this contest "( Now and Later ) xor ( Now xor Later )" but logic-wise that reduces to "Now or Later". oh well, i can be clever some other time.
Shout out to LibraryAdventurer for this suggestion in the suggestion thread.

19
Dominion General Discussion / Re: Prosperity 2E
« on: May 04, 2022, 10:28:14 pm »
I think it's going to be (* replaced with something similar that works in a "this turn" rather than a "while this is in play" sense)
Venture
Royal Seal
Trade Route
Mountebank
Hoard*
Quarry
Goons*
Talisman*
KC

20
Variants and Fan Cards / Re: Fan Mechanics Week #35: Getting Sneaky
« on: May 03, 2022, 11:03:41 am »
I'm actually gonna hand off to Xen3k here, having trouble coming up with a mechanic - seems like I've been thinking up mechanics and then following through until I arrive at "what if I just played a game that wasn't dominion"

21
Weekly Design Contest / Re: Weekly Design Contest #150: Half!
« on: April 29, 2022, 06:50:58 pm »

Quote
Test Site $5 Action
+$3

You may pay up to half of your $ to for the same number
of +Actions.

You may pay up to half of your remaining $ for the same number of +Cards.

(Round down for both.)

22
Variants and Fan Cards / Re: Fan Mechanics Week #35: Getting Sneaky
« on: April 25, 2022, 04:35:41 pm »

Quote
Retainer $4 Night - Sneak - Duration
Set a card you have in play aside. During clean up, after drawing your new hand, put that card on top of your deck, then discard this.
-
Sneak: Gain a card costing exactly $1 per differently named card you have in play.


23
Dominion General Discussion / Re: Interview with Donald X.
« on: April 22, 2022, 05:38:18 pm »
Is the Count the wrinkly grey guy or the guy with black gloves? Or do you not know?
personally i like to think this is a verb-titled card, like remodel, in which case the one doing the counting is Mr Gloves.

24


Quote
Ship Chaplain - $4
Action/Duration/Attack

+2 Cards
At the start of your next turn, trash 2 cards from your hand or the Supply.
Until then, the first time any player trashes a card from their hand, they gain a card from the trash.

fortress as a penalty is really interesting design space

25

Quote
Iron Mine $4 Action
+1 Action
Trash a card from your hand. Gain a differently named card from the trash. If the gained card was...
...a Treasure, +$2.
...a Victory, Trash a card with the same name from the Supply.
...Neither a Treasure nor a Victory, +2 Cards.

Not the strongest entry. Phrased as "neither a treasure nor a victory" to cover the bases with action/night cards (and hovel), as well as fan innovations like monotype reserves and what have you. Sorry for the small font.

Pages: [1] 2 3 ... 53

Page created in 0.108 seconds with 18 queries.