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Messages - D782802859

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1
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 30, 2020, 11:18:23 am »
why is my image so big?
In imgur, go to edit image and set the width to 250.

2
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 29, 2020, 07:07:41 pm »


To correct the issue with not being correct under the contest rules, I'm changing the card a little. It still functions the same in most cases, though.

3
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 28, 2020, 09:45:15 pm »


A simple 2-cost card. Now or later duration are great fun and the buy clause seemed interesting.

4
Variants and Fan Cards / Re: Really bad card ideas
« on: July 21, 2020, 07:54:41 am »

5
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 18, 2020, 08:19:03 am »

Contest #80 - Results






Scribe by D782802859

I like the way it makes use of night phase to save the card if it was not used. However, in the playtests Scribe shows some weakness. The difference from Scholar is that Scholar normally draws you more cards that you have before. With Scribe it only happens if you manage to reduce your hand size before, which is not always easy, you have to play before cards that donít draw and still have an action available to play Scribe. In general, itís s sifter not a draw card. Even in the best scenario to it (with non-terminal trashers and villages that donít draw), in which it sometimes draws, many times it ends up being only a terminal Cellar. I could see how important is that +1 Action in sifters like Cellar or Warehouse. Scribe would be better with that +1 Action too, but maybe this way it could have some resemblance to Hunting Lodge.
Thanks for the feedback, Carline! I definitely made the card underpowered and could probably justify it at 2. I don't want to make it non-terminal though, because the core concept of the card wants to be terminal. A change of the draw amount from 5 to 6 could help, although that might warrant a price bump.



An idea for a duration I've had floating around. Grab an upgrade to your basic village, but it topdecks Victories. Of course, it wants to be a duration so the downside matters more.

6
Dominion General Discussion / Re: White and PoC cards
« on: July 10, 2020, 08:48:07 am »
Suggestion: instead of organizing this by expansion, organize it by artist.

Some expansions should logically have more PoC than others; I.E. indigenous peoples in Seaside and Hinterlands.

7
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 09, 2020, 05:07:29 pm »

As others have stated this needs a small bump. Changing the coin to a coffer or even adding a second coin would do it.

8
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 07, 2020, 07:16:27 pm »

Vespers
If itís your Night phase, trash your hand.
Otherwise, +2 Actions.
$2 Action Night

This usually just plays the same as Chapel. You rarely aren't trashing your whole hand with Chapel and a Necropolis isn't that good. The only place where it diverges is that it's bonkers with draw, meaning it's also probably overly strong.
This is better than Chapel in three nontrivial ways. It is nonterminal, it can trash more than 4 cards, it features a second option.
This is worse than Chapel in a very significant way. If you were unable to play all of your Actions, you are forced to trash good cards.
If this is on the board, you have access to a Village and the situation of drawing it with dead actions is very unlikely since it itself is nonterminal.
That is utter nonsense. You pointed out yourself that Necro is weak and you will rarely want more than one Vespers in a deck.
Ignoring that, even the most well designed engine (with a village that draws) can dud. Your Smithy can always draw into Actions.

Of course you ar than not forced to trash good Actions, but it is an obvious and significant disadvantage of the card relative to Chapel which allows you to choose which cards you want to trash.

Without junking attacks, this will still effectively be a better Chapel most of the time, as most of the trashing Chapel does happens really early on in the game. I think this is noticeably worse with junking however (although still very strong, especially given that you can play a junker and this in the same turn, and in junk-heavy games you'll be able to play out all of your good cards in hand most turns anyways).

I'm not convinced this is a bad thing though, insane trashing games are fun and this is probably different enough from Chapel to be worthwhile.
I mean, Donate and Cathedral exist.
Donate is pricey and Cathedral has a much bigger downside.

9
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 07, 2020, 01:29:08 pm »

Vespers
If itís your Night phase, trash your hand.
Otherwise, +2 Actions.
$2 Action Night

This usually just plays the same as Chapel. You rarely aren't trashing your whole hand with Chapel and a Necropolis isn't that good. The only place where it diverges is that it's bonkers with draw, meaning it's also probably overly strong.
This is better than Chapel in three nontrivial ways. It is nonterminal, it can trash more than 4 cards, it features a second option.
This is worse than Chapel in a very significant way. If you were unable to play all of your Actions, you are forced to trash good cards.
If this is on the board, you have access to a Village and the situation of drawing it with dead actions is very unlikely since it itself is nonterminal.

10
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 07, 2020, 09:53:00 am »
Guinea (Treasure, $3)

+$1
When you play this, you may play an Action card from your hand.


This is very weak, it effectively ends up as a worse version of +$1 +2 Actions, making it almost always worse than Squire for a higher cost.

Quote
Alchemist's Guild ē $2P ē Action
+$1
Play a Treasure card from your hand (or reveal you can't).
If you have exactly 3 Treasures in play, trash one to gain a Prize; Otherwise, +1 Action and draw until you have 4 cards in hand.

I'm not sure this is great, the Potion cost makes it very hard to get 3 and you need 3 for that prize. I would suggest slightly bumping the strength of the on-play when it doesn't gain you a prize. Tournament is a useful card even when it isn't gaining you a prize.

Quote
Pendant - $4 - Action - Treasure
+$1

You may play a card from your hand. If you don't, +$1 and you may trash this for +1 buy.

As-worded, you can play victory cards and curses, which leads to confusion. Aside from that, it's also a Silver+ for 4, leaving no reason to buy silver over this in most cases.

Tenant
$4
Treasure-Reserve
+1 Buy
Put this on your Tavern mat.
-------
During your Action phase, you may call this, for +2 Cards.

This is best compared to Caravan, which it compares well to. Less benefit on the current turn, but more next turn. However, you can easily save these up for single giant megaturns and that seems like a problem. Being able to draw 4+ cards whenever is a bit crazy I think.



This has no reason to also be an action, like said previously in the thread. Maybe if played as an action it lets you put other cards on the tavern mat sideways? With that, it has somewhat of a utility function, as well as being better overall better.



I agree that extending the cards played to 4 would make this more interesting and generally more feasible to pull off without harming yourself too much.
 
Quote
Lunar Ritual

This turn, you may play Action cards as Night cards.

$4
Event

A wording like "You may play actions during the Night phase this turn" would help with clarity, but otherwise this is pretty interesting. Nicely done.

Quote
Mummy
- Action/Treasure/Attack/Looter
+.
If it's your action phase, each other player gains a ruins.
If it's your buy phase, set aside up to 3 actions cards costing less than $3 from your hand and play them at the start of your next turn
.

I think this should be a duration, Prince sets itself aside, which is why it isn't a duration, while this can be assumed to stay in play. The attack is so weak that I honestly see no reason to not just use the useful utility function of the buy phase ability.

Vespers
If itís your Night phase, trash your hand.
Otherwise, +2 Actions.
$2 Action Night

This usually just plays the same as Chapel. You rarely aren't trashing your whole hand with Chapel and a Necropolis isn't that good. The only place where it diverges is that it's bonkers with draw, meaning it's also probably overly strong.

11
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 06, 2020, 09:34:02 pm »


A small Scholar that can be saved for later if you don't need it. Not quite sure on the price tag but I don't think it's a good 4.

12
Variants and Fan Cards / Re: Really bad card ideas
« on: July 02, 2020, 07:43:12 pm »
Cremation
Landmark
When you trash a card, set it on fire, then +1VP.

13
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 01, 2020, 09:17:48 am »

Slightly changing my entry. In its original form, it was somewhat of a 4+ if compared to Fugitive and Embassy, so I'm upping the discards to three instead of two. I'm also lowering the cost to 3 so it doesn't compare poorly to Warehouse.

14
Variants and Fan Cards / Re: Really bad card ideas
« on: June 30, 2020, 06:42:46 pm »
[there was pictures here once, but to save quote size I removed them]
The Old Gods of Azeroth, in Dominion form. I did have to take some liberties with C'thun's effect, it definitely translates poorly.
The first one is hard to track
The second isn't the worst idea, but gets better as more cards enter the trash.
The third seems like it would be a good project, and for a slightly cheaper cost
The 4th is useless in games without , and should also be an attack
Yeah I actually like #3, it could work as an actual card with some tweaks.

15
Variants and Fan Cards / Re: Really bad card ideas
« on: June 30, 2020, 03:27:57 pm »




The Old Gods of Azeroth, in Dominion form. I did have to take some liberties with C'thun's effect, it definitely translates poorly.

16
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 30, 2020, 02:32:13 pm »
#5 is interesting, but I don't think it works as an action, especially at 5.

17
Variants and Fan Cards / Re: Really bad card ideas
« on: June 29, 2020, 04:19:04 pm »
+$2
Discard the top card of your deck. If it's an Action card, you may play it.   
This works with pretty much any "if", they mostly stop making sense.

18
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 28, 2020, 03:20:17 pm »
+2 Cards and +2 Coins isn't that strong of a 5
Ehm, no:

Quote
"Highway:" This was "+2 Cards +$2," for $5. It was a solid card that I eventually decided not to do. It seemed strong and it's too easy to compare to other things. It had no special charm.
Source: The Continued Secret History of the Early Dominion Cards
I think if tested, +2 Cards +$2 wouldn't be much better than existing fives. Regardless, I will definitely consider adding a third discard because it might be a bit too good without changing it.

19
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 28, 2020, 11:38:38 am »

A simple little card that gives slower strategies a bump in speed while allowing others to gain key cards or buy more expensive cards early. The o-play also contributes, and is intended to help out a money strategy so that avenue is also an option.
+2 Cards and 2 Coins is a strong $5 and this is hardly weaker.
+2 Cards and +2 Coins isn't that strong of a 5, it's mostly just boring, and this doesn't increase handsize.

20
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 27, 2020, 08:28:11 pm »

A simple little card that gives slower strategies a bump in speed while allowing others to gain key cards or buy more expensive cards early. The o-play also contributes, and is intended to help out a money strategy so that avenue is also an option.
EDIT
Card modified to this:

21
This setup contains Castles, but vp tokens are disregarded as an option within calculation. The Kingdom contains
Castles
Feodum
Silk Road
Gardens
Fairgrounds
Duke
Cemetery
Marauder
Shepherd
Young Witch
Tracker
Landmarks Palace and Museum
The final deck contains all of the Castles, Gardens, and Silk Roads and all but one of everything else and contains 265 cards, including Will' o Wisps and Heirlooms. I'll spare you the point for point breakdown, but the total is 974 points. Feel free to check my math. This only works in a purely theory-craft manner, and is completely impossible in a regular game. Implementation of Black Market over Young Witch could make this higher, but I assume that's forbidden and it would be a pain to calculate.

22
Variants and Fan Cards / Re: A Dozen of Custom-made Cards
« on: June 23, 2020, 03:23:15 pm »
Ballroom: Might be crazy on itself, but so is King's Court, so it's probably OK.
Custodian: Enough Custodians could theoretically lock opponents out of actions, but it's hard to set up and less practical than similar pins. This honestly might be under-powered since benefit to you is pretty low.
Dice Games: Interesting concept, and well implemented. The issue here is inconsistent power level. There's no problem conceptually, Boons could actually be said to be similar, but there's a massive difference in power level between the different sides. +1 Buy is a zero cost junk card, but +$4 is a powerful payload card. If the different options were closer in power level this would be quite interesting.
Draft: An excellent and very interesting implementation of a 0 cost Kingdom card. Simple, but sometimes useful.
Duality: I'm not sure how good this is exactly. It can cause trouble with forced trashers but it is a sold village without them. Play-testing is needed.
Handler: A useful little $2 cost card. Most Ways are slightly worse than a 2-cost card, so this is balanced.
Hops: Definitely on the weak end of things, but they can't all be greats. Strategically interesting.
Market Town: This is simple enough that there's not a lot to say. I think play-testing is something that would be needed to see if its balanced.
Mobsters: This card is an interesting and flavorful Capital Variant. It might warrant a small buff since it costs a lot and is meh without being able to chain them, but removing 1 debt in the cost would suffice.
Plague Doctor: This is balanced, and reasonable, if a bit mean. Surprisingly low impact for a curser.
Secret Path: Interesting, slightly weak. Having it be non-terminal on the first turn is worth consideration.
Statue: Interesting alt-vp card.
Stray Cat: I was a pretty big fan of the original Stray Cat, but it had issues. This captures some of its spirit and offers some great strategic elements.
Tithe: This is slow, which is intentional, but this makes it really weak at 5. I'm not sure if the attack is as strong that the card need be balanced around it this way.
Vigil: I think there might be a better phrasing here, like axing the + action and changing it to play the blocked action directly.
Watchmaker: This should say on the second half "other than this" since I assume it isn't meant to be able to play itself and there might be infinite loops there.
Clock Tower: This is similar to an Empires outtake. This just doesn't effect anything much.
Debate: This really needs playtesting to see how well it works. It would probably benefit from an extra buy.
El Dorado: This is a nightmare for how many choices players will have to make constantly. It'll really slow games.
Science Grant: This has an issue where it's never worth it without other potion cards which are extremely sparse. If that's the only potion payoff, then it's not worth the tempo loss.
Truce: Gain an action card with no conditions is a huge risk that's probably too dangerous to be put on a card. It has almost no disadvantage, especially compared to Banquet.

23
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 19, 2020, 02:16:20 pm »
When exactly do you pay $1 to return a Trinket? When you play it, or during cleanup, or some other time?
when you play it; so if you want to get rid of it, it can't be the first card you play in a turn, and you don't get its benefit at all (because it moves out of play).

Why can't it be the first card you play in a turn?
You can't (usually) have any money without playing any cards other than this.

24
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 19, 2020, 08:12:57 am »

Sort of a midpoint between Workshop and a junking attack.

25
Here's a mock-up of a simple concept, just a bunch of VP tokens.

That's obviously bad: you get the VPs of 2.5 Provinces while having to play less than you would have to pay for 2 Provinces and get to keep the VPs out of your deck.
You can only buy it once, so I made it better than average.
Tables specified that you can spend several Buys to work on a Wonder. Your card on the other seems to be intended to be just a straightforward Victory card.
You do't get the effect until completion, and I assume that, like projects, Wonders are only intended to be completed once. Project cubes could be used for this.

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