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Messages - spineflu

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1
Variants and Fan Cards / Re: Fan Mechanics Week 19: Join the Queue
« on: October 20, 2021, 10:30:07 pm »
played a game tonight with Workhouse (mine), Bronze Mirror (emtzalex), Strategist (TheAlchemist). Was able to keep queuing enough stuff to have a neutral/negative effective deck size, even when Bronze Mirror made me gain coppers. Really love this mechanic.

2
Weekly Design Contest / Re: Weekly Design Contest #132: All Hallow's Eve
« on: October 20, 2021, 04:00:36 pm »


Quote
Urban Legend • $5 • Night - Attack
+2 Villagers

If you've played 6 or more cards this turn (including this), each other player gains a Jack-O-Lantern.
Quote
Jack-O-Lantern • $3* • Treasure • 2-3p: 12/pile, 4p: 15/pile, 5-6p: 20/pile
-$1
(You can't go below $0)

If you've played another Treasure this turn, trash this.

(This is not in the Supply)

Urban legend? and it's a village? you get it guys? ... guys?
The six-or-more requirement is thematic - the spoooooky legend has to spread to enough Villagers before the attack starts landing. I think this has a soft requirement of some kind of draw or plays-things (like Vassal or Golem) to hit six things in play.

Also, I couldn't get a negative amount to work in the upper coin emblem for Jack-O-Lantern so I just left them blank.

3

Quote
Scoundrel • $5+ • Action • author: emtzalex
+3 Cards
You may play from your hand an Action card from the pile with your Cur token on it.
-
When you buy this, you may overpay for it. If you did, gain an Action card costing the amount you overpaid and move your Cur token to its pile.
$10 to turn Scoundrels into Smithy-Cultists. Or $7 to turn them into collision-dependent superlabs if there's a $2 cantrip on the board. Cultists are quality in the slogs they themselves cause - I can't imagine how this'd wreck shop in a game with no junk, maybe a little +Buy action.
Themewise, I'm not seeing the connection to scoundrel-y-ness? I'd expect it to be something like a petty attack - oracle-esque or maybe cutpurse, which, at $5 is not great.

Thanks for the feedback/judging. In terms of the theme, when I made it I thought I vaguely remembered some olde timey quotation that was something like "you can tell a scoundrel from the company he keeps" or not to trust someone who keeps the company of a scoundrel. Having now searched the interwebs, this does not seem to actually exist.

In terms of substance, I am wondering whether I wonder if the price point is too high (it's probably no accident that all of the official Overpay cards cost $2-$4). Absent a $2 cantrip or discounting (there is some potential for this to be quite wicked with Highway), you can only trigger this when you hit $8. While there could be some analogy there to Pathfinding, I tend to think of that as a somewhat niche landscape that is unplayable in a non-negligible portion of games. And while that might be acceptable with landscapes (see Tomb), I do feel like it is less so for one of the 10 Kingdom cards. I am now thinking it maybe should have had a $3+ cost and given +2 Cards (and maybe prohibited putting the token on itself).

yeah that would've been better received; while the pathfinding-on-a-lab comparison kinda works, that requires both being in the kingdom to pull off (and doesn't give you a copy of the card the turn you enable it)- this, as long as there was some sort of village/cantrip at $3 or less, always had it at $8, and at $10 could always chain on itself.

4
The Winner is scolapasta's Endowment
The Runners Up are X-tra's Logs, LibraryAdventurer's Suspension Bridge, and NoMoreFun's Token
Honorable Mention are lompeluiten's Developing Village, Xen3k's Ritual Attendant, faust's Sιance, and anordinaryman's Town Square

Here's the individual judging/feedback. Sorry this took so long; I took some minor (mostly) grammatical liberties - dividing lines, linebreaks between vanilla stuff, etc - with some of your cards to make them more Dominionesque in their grammar, hopefully changing the effect as little as possible.

Quote
Isolated Village • $4+ • Action • author: JW
+1 Card
+2 Actions
You may spend a Villager to trash a card from your hand.
-
When you buy this, +1 Villager and you may overpay for it. If you do, for each $1 you overpaid, +1 Villager, to a maximum of 4. If you don't, each other player gets +1 Villager.

A village that comes with extra actions and can turn the villagers into worshippers for $4 is pretty strong, although I guess if you're buying it at $4 it does come with a drawback. I think there's probably a more graceful way to do the limit - "you may overpay up to $4 more than the price" or something.
Themewise I think there's some dissonance from the name to the effect - after all, with more actions things are more seen as Bustling, right? - but maybe if it were to explicitly convert villagers into worshippers that'd be better.



Quote
Scoundrel • $5+ • Action • author: emtzalex
+3 Cards
You may play from your hand an Action card from the pile with your Cur token on it.
-
When you buy this, you may overpay for it. If you did, gain an Action card costing the amount you overpaid and move your Cur token to its pile.
$10 to turn Scoundrels into Smithy-Cultists. Or $7 to turn them into collision-dependent superlabs if there's a $2 cantrip on the board. Cultists are quality in the slogs they themselves cause - I can't imagine how this'd wreck shop in a game with no junk, maybe a little +Buy action.
Themewise, I'm not seeing the connection to scoundrel-y-ness? I'd expect it to be something like a petty attack - oracle-esque or maybe cutpurse, which, at $5 is not great.



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Developing Village • $2+ • Action(? - inferred/not specified) • author: lompeluiten
+2 Actions
-
When you buy this, you may overpay for it. If you did, return to your Action phase and +1 Action. For each $1 you overpaid, draw a card.

I love this. It should probably also give a +1 Buy when you overpay for it (lest you return to your action phase and have to skip your buy phase because there's no plus buy on the board.) I really like how it turns into junk/junk-adjacent afterwards. Fantastic job.



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Totem • $4 • Action • author: xyz123
+1 Card
+1 Action
-
While this is in play, when you buy a non-Victory card, you may overpay $1 for every $2 it costs (round up). If you do, gain a copy of it.
A card that unlocks overpay on other stuff (but doesn't do much on its own) is very cool. I'm not sure this needs the non-Victory restriction, if you could find a way to lock out provinces + colonies (or just live with the strength). I really like this, and I think you did a fine job pricing it. A design like this might be a better way of doing Potion-cost cards - "While this is in play, you may buy potion-cost cards". Certainly gets in the way less than a Potion.



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Uproar • $4+ • Action • author: AJL828
+1 Card
+1 Action
You may discard 2 cards for +2 Cards
-
When you buy this, you may overpay for it. If you overpaid at least $1, each other player Exiles a Curse. If you overpaid at least $2, each other player with 5 or more cards in hand puts a card from their hand onto their deck.
That on-play is weaker than forum, but not much. I wish the overpay-attack was a little better integrated into the card. This might be a good candidate for mixing with Annie's Curse Tokens/ Themewise I'm not sure what Coven-y cursing and a minor haunting have to do with an uproar.



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Town Square • $1+ • Victory • author: anordinaryman
Worth 1% if you have no Duchies.
-
When you buy this, you may overpay for it. If you do, +1 Card per $2 you overpaid (rounded down) and set aside any number of Action cards from your hand that cost equal or less than the amount you overpaid. Return to your Action phase and play the set aside cards in any order.

I really like this card also. Similar vibes to lompeluiten's Developing Village, it's mostly-junk, and it has the fun side effect of wrecking the "exactly $1 more" flavor of remodel as de-junkers. Like with lompeluiten's, if this is backtracking, it should really give +1 Buy.
Themewise, I'm not sure 'Town Square' really fits - that brings to mind Market Square or a village - but that's just theme *shrug*



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Token • $2+ • Action • author: NoMoreFun
+$3
+1 Buy
Return this to the supply.
-
When you buy this you may overpay. Either way, gain a card costing less than the total amount you paid for this card.
I like the idea of a pile with overpay not really emptying (or, at least, refilling), keeping the overpay in play as a strategy for the duration of the game, rather than running out like Stonemasons tend to. I also really like the subtlety of the penalty here when you don't overpay.
From a theme perspective, this might need a different name - too similar to Coin Tokens, Adventure Tokens, etc.



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Ritual Attendant • $3+ • Action - Attack - Fate - Doom • author: Xen3k
Receive a Boon. Each other player receives the next Hex.
----
When you buy this, you may overpay for it. For each $1 you overpaid, discard the top Boon and Hex. You may remove 1 Hex and/or 1 Boon discarded this way from their pile.
I really like the idea of thinning the boons/hexes. You could actually thin out the entire Boons pile if this is in a game with Druid, but maybe that's a feature rather than a bug. I'm not sure I like how this can remove both a Boon and a Hex - I think it should force specialization, something like "For each $1 you overpaid, reveal the top Boon or Hex. Trash one of the revealed Boons or Hexes and discard the rest." Basically my qualm is with the "and/or" - commit to the or, imo. Having it trash it, which unconventional, prevents the question of "oh it's removed from the game, like, for the rest of the game?" and there's nothing really that touches a Boon/Hex in the trash, so it's safe to do.
At $3+, this is kind of expensive for what it does. Remember that if this is contested, it's probably not going to be Locusts or War or one of the "Heavy Hitter" hexes that stays in, it'll tend towards a middle-power level one.
That's all to say, that this is good and i like it, but with revisions.



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Sιance • ^+ • Night - Duration • author: faust
You may reveal a hand without Treasures. If you did, and you have exactly $0, +3 Cards at the start of your next turn.
-
When you buy this, you may overpay for it.

Now this is a novel way to overpay. I'm not sure the potion cost works for it - kinda hard to make this proc when you don't have a potion - but this is a really neat take on Den of Sin. Not a ton to say about it. It was kinda funny, ShardOfHonor's response to "hey potion symbols and overpay plusses don't work well together on the generator" - "yeah don't do that."



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Logs • $4+ • Action • author: X-tra
+1 Buy
+$2
This turn, you can't buy Logs.
-
When you buy this, you may overpay for it. For each $1 you overpaid, play this.

This was sorta borderline, ruleswise, but I allowed it given that playing it turns off the ability to Buy (or overpay) for it. If a card that enabled overpay qualified, a card that disabled it also qualified.
That said, DAMN, this is its own ridiculous Tfair-style combo. I hope you playtest/develop this concept further, this is a card that had a similar "wow" effect to Populate or wot Chameleon for me, having to woman_doing_math.jpg out the possibilities




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Suspension Bridge • $4+ • Action • author: LibraryAdventurer
+2 Cards.
This turn, all cards other than Suspension Bridge cost $1 less.
-
You may overpay for this. For each $1 you overpaid, +1 Buy. If you overpay at least $3, gain a Suspension Bridge, set it aside, and play it at the start of your next turn.

This is a really slick card with a Tfair overpay. I hope, when I play with it, I remember to buy enough village support for the Suspension Bridges to not clog my deck with them.



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Theatre • $4 • Action • author: Gardoomalion
+$2
This turn, when you buy a card, you may overpay for it. If you did, put on its pile as many of your Actor tokens as you overpaid in $

Quote
Actor tokens
When you have Actor tokens on a pile, when you play a card with the same types as that pile, you may remove an Actor token to play a non-Duration card from that pile instead, leaving it there.

So Actor tokens as a concept might need some re-tooling - specifically, you might want to have them only target Action cards/piles, and maybe even strictly non-Duration ones at that. I don't know if this is the best use for them, but it certainly is a way to get them onto piles.



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Forbidden Text • $3+ • Action • author: Aquila
+1 Action
Draw until you have 7 cards in hand. Return this to its pile.
-
When you buy this, you may pay $4 more to gain a Madman.
Not exactly the standard overpay text but I think, given the fixed overpay amount, that it's a pretty good way of doing it. Succinct.
I also think a one-shot library that returns to pile (letting you get access to Madmen, who also return to pile) throughout the game is kind of too much? Like if it self-trashed instead, you'd have to be more judicious about when you used it - there's a max 10 madmen uses in non-hermit + this games, so you'd create more risk, yeah?

Thematically, this has fantastic cohesion. Great work.



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Carnival • $3+ • Action - Gathering • author: Timinou
+1 Card
+1 Action
If there are no % on the Carnival Supply pile, +1 Buy and +$1. Add +1% to the Supply pile.
-
When you buy this, you may overpay. For each $1 you overpay, up to the number of Carnivals you have in play, take 1% from this Supply pile.

I rephrased the bottom portion a little, let me know what you think.
I think this should drop the "if there are no % on the Carnival Supply pile" portion. That's only going to trigger a fraction of the times it's played, tend towards not proccing, and if the pile is emptied, not matter, since no one can overpay to take the VPs away - it's adding a whole lot of length on a card that doesn't need it, and swapping from a conditional statement to an unconditional one means casual players are going to screw it up.
That said, conceptually, this is a cool card. Maybe refine it a bit more.



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Guru • $0+ • Action • author: Freddy10
+1 Action
Reveal cards from your deck until you reveal one that does not cost less than this. Put that card into your hand and discard the rest.
-
When you buy this, you may overpay for it. On your turns, this costs the total amount you've overpaid for Gurus.
I know you entered this just for fun, but I tweaked the wording a little to make it work in paper - you track the total amount you've overpaid with like, player-colored d20 trackers (such as those used in mtg) or even coin tokens. I think that's a better suggestion than having individual cards with different prices, sort of a general rule of dominion card design that cards with the same name are identical (and the impetus for the 2019 errata around Inheritance). I think it's going to suffer from the same problem as Sage - once you start greening, it hits green.



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Seller • $4+ • Action • author: 4est
If you have the Deed, +1 Card, +1 Action, and +$1; Otherwise, +1 Buy and +$2.
-
When you buy this, you may overpay for it. If you overpaid (in $) more than the number of Coin tokens on the Deed, take the Deed.
Quote
Deed • Artifact
When scoring, +5%
-
When you take this, add Coin tokens on this to match the amount (in $) you overpaid.
I like the concept on this. I don't love the soft terminality - the times when this is a contested pile and one person ends up with a deck full of wood cutters while the other ends up with a deck full of peddlers? That's gonna be a feels bad moment.
Also I think having this at $4+ is real rough, since you're going to be overpaying for them at least once - $5 woodcutter is gonna feel Real Bad, and letting the winner of that particular tug of war get a free 5vp is rough. It might be more balanced if having the Deed counted against your score, although maybe that just means everyone avoids the pile.



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Endowment • $2+ • Treasure • author: scolapasta
If you have at least 1 Coffers on your Coffers mat, +$2.
-
You may overpay for this. For each $1 you overpaid, trash a Copper from your hand. For each Copper you trashed, +1 Coffers.

This is a really clever alt-Silver. I think, had this been released in a pre-Delve / pre-Stockpile world, there'd be some balking at the price. I was thinking this imbalanced the opening too hard, but it's actually just really good and clever and subtle. This might be too much in Swashbuckler games, but maybe that's fine.


Thanks for playing, I'm sorry the prompt was a hard/weird one, with questions going right up til the buzzer. I'll try to pick something where everyone can enter next time.

5
closing the contest now;
will have judging done soon

6
I don't really get this prompt.
like in terms of mechanics, or in terms of why you'd want to impose the restrictions?
Like, I'm not understanding the logic behind what's considered novel and what's not. There are several here that are still "for each $1 you overpaid" and I just don't get it.

so some, like Endowment, give two things - copper trashing, and coffers - so that's a $1:2 ratio
some, like ritual attendant, give one thing max (with better selections for overpaying more, but still only one thing)
and some do a $1:1 ratio but include novelty some other way, like adding overpay to other cards, or limiting its availability in a "when you have this in play and you buy one, you may overpay" way.

what's verboten is the $1:1 thing ratio on a card itself, with no frills, no complications. Like if you changed Bibliothecary to be "When you buy this you may overpay. For each $2 you overpay (round down), +2 Villagers.", it would qualify, since now it has a complication.

does that clarify the prompt?

7
24 hour warning

8
I don't really get this prompt.
like in terms of mechanics, or in terms of why you'd want to impose the restrictions?

9
Does this qualify?

It's a lost city while you have tokens, otherwise it's a necropolis.

No; while this does have a novel cooldown/decay mechanic, the overpay portion is the standard 1:1. It's a cool card - keep it around in case it fits another contest - but not what's called for by this prompt.

10
New submission

Please let me know if this doesn't qualify, spineflu.  The only "novelty" here is that you can only overpay for Carnival if you have at least one other copy in play.



yeah, putting a barrier to entry like "you can only overpay when this is in play" or "overpay by exactly the amount of these in play" (side note: is that what this is saying? If I have, say, three in play, can I overpay by $1 to only snag one vp?) qualifies

11
Quote
Theatre
Action
Cost

+
This turn, when you buy a card, you may overpay for it. If you did, put on its pile as many of your Actor tokens as you overpaid in .

Actor token rule:
When you play a card, you may remove your Actor token from Supply pile of the same type. If you did, instead of following the instructions of the card played, play a non-Duration card from that pile, leaving it there.



and, just to clarify, you're picturing the overpay for this also not stacking, like AJL828 upthread?

Like
Scenario A (non-stacked overpay): I play a theater and buy a Masterpiece and overpaid $2, I choose whether I want two silvers, or to put two actors on it, or one silver and one actor.
or
Scenario B (stacked overpay): I play a theater and buy a Masterpiece and overpay $2 - I put two Actors on it and gain two silvers.

12


Quote
Ritual Attendant - $3+
Action - Attack - Fate - Doom
Receive a Boon. Each other player receives the next Hex.
----
When you buy this, you may overpay for it. For each $1 you overpaid, discard the top Boon and Hex. You may remove 1 Hex and/or 1 Boon discarded this way from their pile.

A cheap/weak attack that can be made better by thinning the Boon and Hex piles. I am not sure if it is priced correctly for the ability to get both a Boon and hand out a Hex, but the randomness early on should make it harder to maximize the effectiveness of either part. Hate buying a single Ritual Attendant to get rid of the most damaging/beneficial cards from each pile is definitely an option. I originally tried having it have a base effect of +1 Buy or +$1, but was not sure if it could stay cheap enough for the overpay ability to be used. Feedback is more than appreciated.

Shouldn't this fail to qualify for the same reason as The Alchemist's Bibliothecary? It's also a "pay for 1 thing" overpay.

not quite - the things are flattened into one thing (well, one removal from each pile) regardless of how much you overpay. If someone wanted to make a "for each $1 you overpay, reveal the top card of your deck. Put one of the revealed cards onto your deck, and discard the rest", that would also qualify. The intermediate step scales at 1:1, but the end step is ∃:1.

Isn't that how Stonemason works too, though? Its intermediate step is determining the cost of the gained card, so its intermediate step scales at 1:1, but the end step is ∃:1. Or does this count as unique because overpaying with does nothing, unlike Stonemason?

that and stonemason is ∃:2 under typical circumstances

13


Quote
Ritual Attendant - $3+
Action - Attack - Fate - Doom
Receive a Boon. Each other player receives the next Hex.
----
When you buy this, you may overpay for it. For each $1 you overpaid, discard the top Boon and Hex. You may remove 1 Hex and/or 1 Boon discarded this way from their pile.

A cheap/weak attack that can be made better by thinning the Boon and Hex piles. I am not sure if it is priced correctly for the ability to get both a Boon and hand out a Hex, but the randomness early on should make it harder to maximize the effectiveness of either part. Hate buying a single Ritual Attendant to get rid of the most damaging/beneficial cards from each pile is definitely an option. I originally tried having it have a base effect of +1 Buy or +$1, but was not sure if it could stay cheap enough for the overpay ability to be used. Feedback is more than appreciated.

Shouldn't this fail to qualify for the same reason as The Alchemist's Bibliothecary? It's also a "pay for 1 thing" overpay.

not quite - the things are flattened into one thing (well, one removal from each pile) regardless of how much you overpay. If someone wanted to make a "for each $1 you overpay, reveal the top card of your deck. Put one of the revealed cards onto your deck, and discard the rest", that would also qualify. The intermediate step scales at 1:1, but the end step is ∃:1.

14


Quote
Ritual Attendant - $3+
Action - Attack - Fate - Doom
Receive a Boon. Each other player receives the next Hex.
----
When you buy this, you may overpay for it. For each $1 you overpaid, discard the top Boon and Hex. You may remove 1 Hex and/or 1 Boon discarded this way from their pile.

A cheap/weak attack that can be made better by thinning the Boon and Hex piles. I am not sure if it is priced correctly for the ability to get both a Boon and hand out a Hex, but the randomness early on should make it harder to maximize the effectiveness of either part. Hate buying a single Ritual Attendant to get rid of the most damaging/beneficial cards from each pile is definitely an option. I originally tried having it have a base effect of +1 Buy or +$1, but was not sure if it could stay cheap enough for the overpay ability to be used. Feedback is more than appreciated.
to be clear, the removed boons/hexes don't get shuffled back in?

15
Totem
Action $4

+1 Card
+1 Action
______________________________________________________________________________________________________________
While this is in play, when you buy a non-victory card you may overpay $1 per $2 it costs (round up). If you do gain a copy of it.



- Don't know if this is in the rules for this or not, so apologies if it isn't.
This qualifies, this is a novel way to use overpay. If you use this with, say, Masterpiece, do you also do Masterpiece's overpay (that is, is it double dipping)? Or are the two forms of overpay separate?

16
Does this count as a novel way to overpay?



Bibliothecary:
Someone has to maintain the libraries! Archaic name for librarian, this card nets out to a terminal Discard 2, Draw 3, unless you've managed to shrink your handsize by playing non-draw actions first that is. And hey, here are some villagers to help you out with that!

nah, that's the same "pay $1 extra for 1 <thing>" that I want you to avoid in your designs. It's a cool card, but that's specifically the type of overpay I want you to avoid for this contest. That is, the prize (villagers, in this case) isn't the novelty I want you to pursue in your design.

17
Weekly Design Contest / Weekly Design Contest #131: Novel Ways to Overpay
« on: October 09, 2021, 08:07:07 pm »
Contest 131: Novel Ways to Overpay
this might be a weird/hard one

Overpay is one of the rarer mechanics in Dominion; only four canon cards have it, and three of them use it in the same way - do a thing for each extra $1 you spend. Only Stonemason does something different, where it can meaningfully use potions for overpay.

Your goal for this is to design a Kingdom pile that uses overpay in a way that none of the cards from guilds do (it's fine if you and another member end up using it the same way in your entry). The effect you get can be something we've seen before - sometimes you need something to pile out the silvers, right? - but the way in which the overpay is performed should be novel. For instance, maybe you make a card that has a downside if you don't overpay. Or a bonus if you do. Maybe you make a card that does a 2:1 overpay ratio (make sure to include how you're rounding). Or 1:2, if you're feeling bold. Or something entirely different from those.

Your entry must be a non-split pile / non-unique pile kingdom card. It can use non-supply piles, and should use types/mechanics from canon dominion - fan mechanics are fine as long as you're ok with including a short write up describing how they're used. Please no landscapes this contest.

Please study the existing four overpay cards for how to word your overpay segment. I understand overpay is inherently wordy and will not be docking points for longevity, provided you can keep your card under ten or so lines. It may behoove you to keep the on-play portion brief if your overpay clause is long though.

Contest will close out on the 16th / 24 hr warning on the 15th.
Please let me know if you have any questions.

18
Weekly Design Contest / Re: Weekly Design Contest #130: Sidekicks
« on: October 09, 2021, 10:33:57 am »
Oh wow, ty so much LibraryAdventurer. Lemme ponder about what to make the next contest and I'll have that up soon.

19
Weekly Design Contest / Re: Weekly Design Contest #130: Sidekicks
« on: October 05, 2021, 06:27:51 pm »
withdrew my other card for


Quote
Stablehand • $2 • Action
+2 Actions
Gain a Horse.
The next time you gain a Horse this turn, gain an additional Horse.

Top of a split pile with Livery. Because that card should have an enabler /s. But really the idea is delay when Livery explosions can happen (as well as make them more potent by allowing you to play more Liveries)

20
Weekly Design Contest / Re: Weekly Design Contest #130: Sidekicks
« on: October 01, 2021, 08:02:37 am »
EDIT: WITHDRAWN; check my entry downthread.


Quote
Collection • $1 • Treasure
$1
When you play a Gold this turn, +1 Buy.

Top card in a split with Hoard.

21
Variants and Fan Cards / Re: Fan Card Mechanics Week 21: Curse you!
« on: September 29, 2021, 09:07:52 pm »

Quote
Haruspex • $1* • Action
+1 §
Gain an Omen.
-
This costs $1 more per card you have in play.

Omen • $0* • Action
+1 Action
Return this to its pile to gain a card from the Supply. If it was a Victory card, put it on top of your deck. +1§ per $1 more than $6 that it cost.

(This is not in the Supply)

Clarifying: 10 Omens in the pile. the "you" in Haruspex's price refers to the player whose turn it is.

Mechanics: this was originally +1 § gain a Wish, at $4. I wanted a less automatic buy than that. I also wanted the card you got via wish to have to cycle through - maybe that'd be trivial in most engine games, but yknow, it's not all engine games. I also wanted it to be able to gain Weird Stuff - overlords, golems, etc - but didn't really want to do extra work describing which price points were Good and which were Too Much, so I came up with the Victory/crow penalties on omen to balance out a card that essentially said "gain a Colony". Haruspex is priced Like That to keep it out of the opening (except in Cursed Gold and Baker games) and make a late game pivot to it unlikely/unpleasant.

Flavor: I missed the "include a spooky image" in my first entry - my third entry (not posted until after the contest) has some very spooky art. This, one's an old painting from the 1850s, the other is from the Fantasy Flight Game of Thrones board game. A Haruspex is a divination-seer/oracle that used animal entrails to do divination stuff - see the future, etc. A carrion bird (§) and an Omen seemed appropriate.


OLD CARD / outtake
here's my prelim entry. It got kinda lukewarm reception in #variants but i'll probably replace it before the week is through (not in the least because four lines on a landscape is too much).


Quote
Cistern • Landmark
When you buy a card, move a § from its pile to this.
Provinces cost $1 less for each § here.
When you gain a Province, take 2§ or more from here.
-
Setup: put 2 § on each non-Victory Supply pile costing $5 or more.

Basic gist is cheaper provinces that go faster but are worth fewer points. Lots of the wording was borrowed from Aqueduct.

22
Weekly Design Contest / Re: Weekly Design Contest #129: In Play
« on: September 27, 2021, 05:51:35 am »

The instructions are not quite clear to me. "costs $1 per differently named Treasure and Victory card" reads like shorthand for "$1 per differently named Treasure plus $1 per differently named Victory" - i.e. this would always cost at least $8 (with non-empty piles) as it counts itself twice. If it is supposed to be counted only once, I would write "$1 per differently named Treasure or Victory".
also isn't this like.... your third time entering this? I've only been here for two years and like, contest 70 and the "promos" set design contest weren't *that* long ago.

23
Rules Questions / Re: Coffers Rules Change
« on: September 22, 2021, 12:56:07 pm »
Also, since the introductions of Events, one can spend a buy without buying a card.
exactly what I was aiming to mitigate with Gamble, Pursue, Scouting Party, etc.

24
Rules Questions / Re: Coffers Rules Change
« on: September 22, 2021, 10:51:36 am »
Also “if you haven’t spent a buy yet” doesn’t keep the current functionality; in which you could buy a card during your action phase or even during your play-treasures half of your buy phase; and then still spend coffers.

are you referring to like, Black Market? because that doesn't spend a Buy; or are you referring to a Villa/Cavalry style backtracking?

25
Weekly Design Contest / Re: Weekly Design Contest #129: In Play
« on: September 21, 2021, 07:52:34 am »
I have made a submission already that I'm going to keep, but the contest made me consider another card idea:

Quote
Some Name - $?
Action
If you have more than X cards in play, +1 card, +1 action.

Otherwise, if this is the first [Some Name] you played this turn, and the previous turn wasn't yours, take another turn after this one.
Not sure what the best way to balance it would be in terms of the number X and the cost. But I think it's kind of neat. If you are lacking in inspiration this week, feel free to steal this idea  :D I would like to see how it does.

Also, should it be a Duration?

Right now, you've got three cases:
• more than X in play;
• first [name of card] and previous turn wasn't yours;
• otherwise.
I'd try to eliminate that otherwise clause, antigoldilocks zone that it is. Or widen it, maybe, and boost the effect for the more than X in play part. Also yeah, should probably be a duration if Outpost is.

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