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1
Weekly Design Contest / Re: Weekly Design Contest #213: GREEN
« on: March 17, 2024, 11:26:33 am »

2
Weekly Design Contest / Re: Weekly Design Contest #206: Evolution
« on: December 06, 2023, 03:01:42 pm »

     
Keg (Action - Reserve - Victory)

Put this on on your Tavern
mat, then +1 Card per Keg
on your Tavern mat.

1

You draw more cards as you accumulate more Kegs. That's the evolution.

3
Weekly Design Contest / Re: Weekly Design Contest #203: Mixed Box 2
« on: October 30, 2023, 06:58:19 pm »


I hesitated between 3 and 4 favors, but I decided to go with the former because it's more fun.

Yes, every player gain a Horse at the start of each of their turns with Importer. Like I said, fun!

(From Allies and Menagerie, by the way.)

4
Weekly Design Contest / Re: Weekly Design Contest #200: Do What You Love
« on: September 28, 2023, 04:22:41 pm »


I absolutely adore slick and simple cards in Dominion. To me, the complexity (and enjoyment) of the game emerges from the interaction between the cards; not by cards trying to do too much in a vacuum. Cadastre (or Cadaster, take your pick - both are valid spellings) is a simple addition to those easy-to-understand cards.

5


I was hesitant with the Duration tracking, but ultimately decided it was fine.

6
This also triggers on itself, so you can chain any number of Treasures on your first turn, getting one of them twice and skipping any you don't want.
For example, in a game with Printing Press and no additional Treasures, you buy Silver, gain Gold, gain Printing Press, Gain Gold again, at which point the chain stops.
Even worse when Platinum and other Treasures are in the Kingdom. You could, for example, open Silver, gain a Gold, Printing Press, Counterfeit, King´s cache and two Platina.

Yup. I think I finally found the right wording.

7
It's the second option. I don't think it's particularly hard to track. I will reword it to make it clearer.

9


Pile of 20 cards.

10
Looks pretty centralizing. Of course there is the matching risk, but otherwise $5 for a 3VP Hireling seems pretty sweet.

$9* Since you must also invest in a Brambles. So it's a two stop cards Hireling. But yes, still a good deal if you can get deck control. Gotta give some love to the Duchies.

11


Bottom part worded like Projects such as City Gate.

12

13


Mother series.

15
Weekly Design Contest / Re: Weekly Design Contest #188: Make a Wish
« on: May 30, 2023, 11:13:36 pm »

16
Yep good call guys. Will fix it tomorrow.

17
New submission (Cow withdrawn).


18
Oops, is this a strike against it? In my experience, it's not too difficult to get the village. But if the judge thinks that it's too unorthodox, I will withdraw it and submit something else.

19
Moo.



To follow in last week's footsteps, this is also a pile of 20 cards.

You can always milk your many Cows for a nice bucket of mil- I mean Silvers.


Edit: This is a conditional village, and thus, it doesn't fit the guidelines of this week's contest. Withdrawn.

20


Pile of 20 cards.

21
Variants and Fan Cards / Re: Dominion: City Life
« on: March 28, 2023, 01:58:33 pm »
Question, why do you have to show your Dread to opponents when you gain it? Seems like a weird extra rule tacked on, but I'm guessing you have a reason.

I think Phoenix require a new rule that any card you play becomes yours, just like a card put into your hand (like Fortress) does? I mean it's intuitive and all, but it is a new concept. I like that it allows you to do things like making a terminal-trashing card into a non-terminal.

*Edit* I see, you need accountability for "when you gain" effects and gain-to-deck effects.

For Phoenix, it should function the same as Trail.

22
Variants and Fan Cards / Dominion: City Life
« on: March 25, 2023, 11:49:33 am »

     DOMINON: CITY LIFE     

Like a nail in a mighty trebuchet, everyone has a place in their hometown. The local baker sells your bread, the local farrier shoes your horse and the local fence extorts your hard-earned doubloons. With every task, a worker is assigned, and together they bustle with purpose in ever-growing urban areas. No kidding; you used to have to brush your teeth all by yourself, but nowadays, they have a guy for that! Sir Hector-the-Teeth-Brushing-Connoisseur, he’s the guy you hired. Perhaps you’ll employ a toenail clipping expert next, that’s ought to be an existing job now.

Sadly, the lively sprawl of lively cities full of lively people brings a darker – less lively – side to what should’ve been a beautiful utopia. They say one bad apple spoils the bunch. In the grimier parts of town, you’ll be hard pressed to find the good apples. Gang of teenage thugs stealing your coin pouch, overzealous bankers taxing your savings to pay for their new wigs, and hired mercenaries leaving with your pants, having no more coins to usurp from your bankrupted pockets. These rotten apples are so common that it's near impossible to avoid the swarm of fruit flies anymore.

Caution is of the essence. In a world where naivety is easily punished, one should be careful when falling for the courtship of a beautiful damsel near a dark alleyway, for a knife to your throat could be the next step to your gullible foray into the dangerous world of romance. If you keep to the main road however, you’ll find buildings upon buildings full of interesting individuals: Mushroom growers, pompadour testers, scarf designers, trapdoor makers, teeth pullers – maybe just try to avoid that last one.





City Life:
City Life is a full-sized fan expansion for Dominion. It features 32 Kingdom cards, 10 Events, an out-of-Supply pile of Workers and 10 different Dreads. More onto those last two points in the “New mechanics” category below. In total, randomizers included, the set has 430 cards.
City Life, as opposed to my last two fan expansions (New World and Heroes) has no Duration cards! This was by design. City Life also re-introduces tokens, something I have also done in New World. I love them chips, what can I say! Here’s what else you can expect in this set:
  • Cheap cards. Indeed, a decent amount of cards cost , and the proportion of cards costing is lower than your typical expansion.
  • Attacks. Attack cards everywhere! City Life has 7 Kingdom cards bearing the “Attack” label. Tough life in the city!
  • Villages. Or pseudo-Villages. City Life offers a lot in terms of being able to play many many terminal cards. You definitely won’t have a hard time building an engine in City Life. An engine that will probably fire volleys upon volleys of the many Attack cards at your disposal!
Here you can find:
Half a year after my release of Heroes, I present to you this new expansion. And not unlike Heroes, I have worked for over a year onto this project, until I deemed it was good enough to be exhibited to the grand public. Feel free to play with the cards, and if you have any comments, by all means, post ‘em! I always love reading what you guys have to say. :)


New mechanics:
WORKERS:
  • A Worker is an out-of-Supply card gainable by specific City Life Kingdom cards (analogous to Horses, Spoils, etc.).

  • The Worker pile has 18 copies in it.

CURSE TOKENS:
  • Curse tokens are little skull-shaped tokens with -1 printed on them. Certain City Life cards/Events/Dreads dispatch them. They are tokens and thus aren’t taking any space in your deck, not unlike Coffers, tokens, etc.

  • There’s a limited pool of Curse tokens that can be given in a game. It scales the same as Curses do. For instance, in a 2-player game, there are 10 Curse tokens that can be given. In a 3-player game, use 20 Curse tokens. So on, so forth.

  • When an effect says: “+1,” then you take a Curse token. If the Curse token pool is empty, you take nothing.

  • Each Curse token you have at the end of the game incurs -1 to your score.
HORROR CARDS & DREADS:
  • Dreads are an out-of-Supply mix pile of 10 different purple-coloured cards. These cards have a general negative impact on your deck, and may be considered junk cards. Dreads are pictured below, under the City Life Kingdom cards.

  • Certain City Life cards bear the “Horror” type. If so, you will use Dreads this game. Shuffle them into a face down pile and put it near the Supply. These cards may only be gained when you are instructed to “gain a Dread.”

  • When you gain a Dread, you gain only the top card of the face down shuffled pile. You must show it to the other players (turning it face up), so that they may see which Dread you just gained.

  • For each player except for the first, use 10 Dreads, just like you would with Curses. So, in a 3-player game, the Dread pile has 20 Dreads mixed in, of which there are 2 copies of each Dread. In a 4-player game, shuffle 3 of each 10 Dreads into a face down pile of 30 Dreads.


Cards/Landscapes:







Special thanks:
Once again, this set couldn’t have possibly come to be without the generous help of dedicated play testers, and the input of many altruistic community members. Their unconditional aid truly has been a blessing.

With that in mind, a big thank to play testers Gubump, LastFootnote, MochaMoko and HollowNub. Another shout out to Hawke, my significant other. Hope I didn’t bore you too much with my insistence, girl! :)

Other thanks go to Discord members: Kaplane, Crlundy, Mahowrath, Shvegait, Braydon, Pokemonfan1937, Shael, S_Smart, Unjer, TheFunFighter, Alion8me and GarveyParvenu. If I forgot anyone, DM me about it, and I'll promptly rectify (and sorry)!

23
Well, that is just a reflection of why discarding green a la Shepherd is just more clear than the mess of playing green like Inheritance.

Maybe. I wanted to try something different. I wanted one Estate per Sanctum, a feat I couldn't achieve with a simple discard instruction. Gives it a unique vibe too, and you can pull funny tricks with Changeling and Tools.

Hardly a "mess" anyway.

24
Played an Inherited Smithy, you'd get +3 Cards, then cantrip.

25
With the difference being, you don’t increase your handsize, you must harbour a useless stop card, you have to make sure both cards connect, and every Sanctum need an Estate of their own, since they cannot piggyback over the same one.

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