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Messages - Lackar

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1
Captured Fairy
$2
Action - Duration

$1
At the start of your next turn, you may trash this to gain an Imp.

thoughts?

2
Exiled Village
$5
Action - Duration
+2 Actions

At the start of your next turn.
+1 Card
You may Exile a card from your hand.

3
Distant Traveler
$2 Action - Reserve

+1 Action
Put this on your Tavern Mat.
-
At the start of your turn, you may call this. If you do Gain a Distant Lands.
-
Setup: Add Distant Lands outside of the supply pile.

Is the wording correct on the Setup? Thoughts on the price?
This is a card with a fairly irrelevant price as you don’t want it early anyway (unless the Kingdom is a junk festival).
Any suggestions? Do you think the card is irrelevant in total? I could add +1 card or a victory token. I also thought about adding the same rule as distant lands about it being worth points if on the Tavern mat.
Edited the original to add making it worth getting early and hope it's worth it.

4
Distant Traveler
$2 Action - Reserve

+1 Action
Put this on your Tavern Mat.
-
At the start of your turn, you may call this. If you do Gain a Distant Lands.
-
Setup: Add Distant Lands outside of the supply pile.

Is the wording correct on the Setup? Thoughts on the price?
This is a card with a fairly irrelevant price as you don’t want it early anyway (unless the Kingdom is a junk festival).
Any suggestions? Do you think the card is irrelevant in total? I could add +1 card or a victory token. I also thought about adding the same rule as distant lands about it being worth points if on the Tavern mat.

5
Distant Traveler
$3 Action - Reserve

+1 Action
Put this on your Tavern Mat.
-
At the start of your turn, you may call this. If you do Gain a Distant Lands.
Worth 2VP if on your Tavern mat at the end of the game (otherwise worth 0VP)
-
Setup: Add Distant Lands outside of the supply.

Is the wording correct on the Setup? Thoughts on the price?

6
Weekly Design Contest / Re: Weekly Design Contest #146: Contacts
« on: March 20, 2022, 09:10:57 am »
Not sure if this would be better as an Action or Treasure. For now I have it as an action

Chamberlain
Action - Liason  $5

$2
Discard any number of Treasure cards from your hand. +1 Favor per Treasure card discarded this way.

This needs to make you reveal the discarded cards (see Opulent Castle, Shepherd, and Silos). When you discard multiple cards, only the topmost card is public information by default. My suggested wording: "Discard any number of Treasures, revealed, for +1 Favor each."
Good catch, Thanks. Edited the original

7
Weekly Design Contest / Re: Weekly Design Contest #146: Contacts
« on: March 19, 2022, 07:00:36 pm »
Not sure if this would be better as an Action or Treasure. For now I have it as an action

Chamberlain
Action - Liason  $5

$2
Discard any number of Treasures, revealed, for +1 Favor each.

8
Weekly Design Contest / Re: Weekly Design Contest #141: Seaside Revisited
« on: February 07, 2022, 07:02:01 pm »
Thanks for the feedback on the card. As it was it did seem awkward, being terminal seems to be missing something but adding more made it too powerful. I did change it up and play tested it with the family and was better. I do feel with all the feedback (even tho I don't always enter every contest), you guys help me come up with better card than the last.

9
Weekly Design Contest / Re: Weekly Design Contest #141: Seaside Revisited
« on: January 31, 2022, 09:54:57 am »
I see what you are saying. So how about
+1 Card
+1 Buy
+ $1
-
When you play this, during your buy phase put a Treasure card from your hand on your Island mat. Worth $1 per Treasure card on your Island map.
But why do you have +$1 and +$1 per Treasure card on your Island Mat? I think you should cut the +$1. Why not just make it a Treasure instead of an Action-Treasure?
I was trying to design a $6 card since Seaside doesn't have one and I kinda liked the idea since my first thoughts didn't work out too well and was too powerful.

10
Weekly Design Contest / Re: Weekly Design Contest #141: Seaside Revisited
« on: January 30, 2022, 08:56:05 pm »
New submission:
Buried Treasure
$6 Action - treasure
+1 Card
+1 Buy
+ $1
Put a Treasure card from your hand on your Island mat. Worth $1 per Treasure card on your Island map.

A couple things. Putting treasure onto the Island mat has an accountability issue as is. Either making it a "you may" or adding a clause to "or reveal you can't" should resolve that. Secondly, right now there is no real reason to play this as an action except for the possibility of drawing an Action card. Hope that helps.
The action is the +1 Card and to put a treasure card on the Island Mat. Unless I am missing what you are meaning. I also didn't want to add +1 Action as i think it may make it too powerful. I did add the (or reveal you can't) as I missed that part. But this is just an idea and always listening to comments to make sure it fits the theme and makes sense to the game.

As written, it appears to all happen regardless of phase as none of it is conditional. See Crown for example.
I see what you are saying. So how about
+1 Card
+1 Buy
+ $1
-
When you play this, during your buy phase put a Treasure card from your hand on your Island mat. Worth $1 per Treasure card on your Island map.

11
Weekly Design Contest / Re: Weekly Design Contest #141: Seaside Revisited
« on: January 30, 2022, 08:03:05 pm »
New submission:
Buried Treasure
$6 Action - treasure
+1 Card
+1 Buy
+ $1
Put a Treasure card from your hand on your Island mat. Worth $1 per Treasure card on your Island map.

A couple things. Putting treasure onto the Island mat has an accountability issue as is. Either making it a "you may" or adding a clause to "or reveal you can't" should resolve that. Secondly, right now there is no real reason to play this as an action except for the possibility of drawing an Action card. Hope that helps.
The action is the +1 Card and to put a treasure card on the Island Mat. Unless I am missing what you are meaning. I also didn't want to add +1 Action as i think it may make it too powerful. I did add the (or reveal you can't) as I missed that part. But this is just an idea and always listening to comments to make sure it fits the theme and makes sense to the game.

12
Weekly Design Contest / Re: Weekly Design Contest #141: Seaside Revisited
« on: January 30, 2022, 07:00:51 pm »
New submission:
Buried Treasure
$6 Action - treasure
+1 Card
+1 Buy
+ $1
-
When you play this, during your buy phase put a Treasure card from your hand on your Island mat (or reveal you can't). Worth $1 per Treasure card on your Island map.

13
Weekly Design Contest / Re: Weekly Design Contest #141: Seaside Revisited
« on: January 29, 2022, 10:46:46 pm »
Ship Market
$6
Action - Duration
+1 Card
+1 Action
+Buy
+ $1
At the start of your next turn:
+Buy
+ $2

This card is way too good atm, it provides a grand market in t1 and t2, but is cheaper than it.
This really needs to be nerfed, because it provides a value of 7$ twice, at the cost of 6$.
I wouldn't say you get it twice. T1 you get the top part and T2 you get something different.
Differently? You literally got Grand Market again. You always gotta look at the net effects and the second turn effect doesn’t require a card to draw or an Action to spend.


Quote
So what do you think about:
+1 Card
+1 Card
+Buy
+ $1
At the start of your next turn:
+Buy
+ $2
Well, unless you draw your hand every turn this version is likely still better than GM.
So still overpowered. Grand Market works because of its non-Copper clause and likely would not work well at $7 or $8.
I will scrap this idea and see if something else comes up.

14
Weekly Design Contest / Re: Weekly Design Contest #141: Seaside Revisited
« on: January 29, 2022, 02:37:02 pm »
Ship Market
$6
Action - Duration
+1 Card
+1 Action
+Buy
+ $1
At the start of your next turn:
+Buy
+ $2

This card is way too good atm, it provides a grand market in t1 and t2, but is cheaper than it.
This really needs to be nerfed, because it provides a value of 7$ twice, at the cost of 6$.
I wouldn't say you get it twice. T1 you get the top part and T2 you get something different. So what do you think about:
+1 Card
+1 Card
+Buy
+ $1
At the start of your next turn:
+Buy
+ $2

15
Weekly Design Contest / Re: Weekly Design Contest #141: Seaside Revisited
« on: January 29, 2022, 01:27:14 am »
Ship Market
$6
Action - Duration
+1 Card
+1 Action
+Buy
+ $2
At the start of your next turn:
+Buy
+ $2

16
Weekly Design Contest / Re: Weekly Design Contest #140: Choose Three
« on: January 18, 2022, 09:36:41 am »
CONTEST CLOSED!!!

Sorry for the delay in posting this. I got stuck in a meeting. Once again, I am posting what I think is the complete list of all of the submissions. If I am missing any, or if the link is to the the wrong one, please let me know ASAP. I will try to have the judging completed in a day or two.

Lackar, I am planning to judge the last version of Cursed Bishop you posted (on Thursday at around 2:00 p.m. contest time) unless I hear otherwise.


Yes that will be the one I will enter. Thanks

17
Weekly Design Contest / Re: Weekly Design Contest #140: Choose Three
« on: January 13, 2022, 02:02:54 pm »
Does this seem not as aggressive and priced right?


Tbh I think it's kinda weak now. E.g, why would you want to use an action to trash a single copper, if every other player also gets to trash a card, and I also don't see how the +1 Card option is ever going to get chosen, unless you don't have a copper you want to trash.
Imo replacing +1Card with +1 buy or +2 crads might be better, alltgough +2 cards could be a little bit strong.
I like the extend use of Victory tokens in this newer Version, but other than that I don't really see a use for this card, because it can't thin your deck (and even helps your opponents), nor does it actually harm your opponents.
As it stands right now the play is probably to hope someone else buys it, that way you get to thin your deck a little, and spend your 5$ on more worthwile cards.

And btw I would put a "+" infront of the coin and victory token, and add the Doom typing to the card.


Something still feels off about this and to me is too much like the original bishop?

18
Weekly Design Contest / Re: Weekly Design Contest #140: Choose Three
« on: January 12, 2022, 07:27:06 pm »
Does this seem not as aggressive and priced right?


Tbh I think it's kinda weak now. E.g, why would you want to use an action to trash a single copper, if every other player also gets to trash a card, and I also don't see how the +1 Card option is ever going to get chosen, unless you don't have a copper you want to trash.
Imo replacing +1Card with +1 buy or +2 crads might be better, alltgough +2 cards could be a little bit strong.
I like the extend use of Victory tokens in this newer Version, but other than that I don't really see a use for this card, because it can't thin your deck (and even helps your opponents), nor does it actually harm your opponents.
As it stands right now the play is probably to hope someone else buys it, that way you get to thin your deck a little, and spend your 5$ on more worthwile cards.

And btw I would put a "+" infront of the coin and victory token, and add the Doom typing to the card.
I was going off the original Bishop and it lets the other players trash a card also. The older version was too aggressive as there was 2 attacks in the card. I will see what I can come up with to modify it.

19
Weekly Design Contest / Re: Weekly Design Contest #140: Choose Three
« on: January 12, 2022, 03:54:26 pm »
Let me know your thoughts


This looks potentially more frustrating than Mountebank at first glance, you get to junk your opponent twice while also scoring a bit and trashing a copper of your own (also your card needs to say where the copper is being trashed from, I’m assuming it’s your hand).
I think this would favour a 5/2 opening way too much.
Does this seem not as aggressive and priced right?

20
Weekly Design Contest / Re: Weekly Design Contest #140: Choose Three
« on: January 12, 2022, 10:30:03 am »
Let me know your thoughts


21
Weekly Design Contest / Re: Contest #139: Highly Irregular
« on: January 10, 2022, 05:54:35 pm »
Congrats to the winner and runner ups. Thought they were really cool cards. Thanks for the comments and those that helped redesign the card from my first thoughts. Only entered a couple times and always get good feedback on the card design and play. Hope to keep up with ideas for these contests.

22
Weekly Design Contest / Re: Contest #139: Highly Irregular
« on: January 04, 2022, 07:31:54 pm »
Hidden Cave
$3 Victory - Reaction

2VP
-
When another player plays an attack card, you may reveal this from your hand first. Look at the top 3 cards of your deck. Discard any and put the rest back on your deck in any order.

Two problems I see here:
1. There's no limit to how many times you can reveal a card as a reaction. This would allow you to go through your deck as many times as you want, which would be especially problematic with cards like Tunnel - you could empty out the Gold pile right away with that - and even without cards like that, you could reveal it as many times as you want to get a perfect next three cards
2. This doesn't put it into play, which was the requirement of the contest

I would suggest the following:

Quote
Hidden Cave
$3 Victory - Reaction

Look at the top 3 cards of your deck. Discard any and put the rest back on your deck in any order.
-
2VP
When another player plays an attack card, you may first play this from your hand.

I see your point, but it can only be revealed on an attack card, so it can't be an endless reaction correct? but yes, you have a more correct way of design so I will edit it

23
Weekly Design Contest / Re: Contest #139: Highly Irregular
« on: January 04, 2022, 06:06:09 pm »
Hidden Cave
$3 Victory - Reaction

Look at the top 3 cards of your deck. Discard any and put the rest back on your deck in any order.
-
2VP
When another player plays an attack card, you may first play this from your hand.

24
Weekly Design Contest / Re: Weekly Design Contest #113: Power Up!
« on: May 03, 2021, 10:19:39 am »
Split pile: 5 Boroughs on top of 5 Town Halls.


Borough
$3 - Action
+2 Actions
Draw until you have 4 cards in hand.
If Town Hall is on top of its Supply pile, +1 Card.
If its Supply pile is empty, +2 Cards.
Town Hall
$4 - Action
+1 Action
+$1 per Action card in play

Is Town Hall not the same issue as Wolflover's card "Market Dealer" being that it is not?:

The activation should be irreversible in most cases and not based on transient conditions.
All copies of the card should be activated for all players once the specific trigger is met.

25
Jetty (Action, $4)

+2 Cards
+2 Actions

Return an Embargo token.
------
When you gain this, take 3 Embargo tokens. You can't buy cards while you have any Embargo tokens.

This can kill one player easily.

play Swindler to make your opponent gain Jetty
play another to make your opponent trash that

Maybe gaining a Curse per an Embargo token is better.

That’s a good catch. Will have a think on how to fix this - might come up with another card altogether.
"When you gain this on your turn" would be a reasonable fix I think. There are still ways the opponent could mess with you (e.g. playing a Reaction as Way of the Mouse-Ambassador), but they are signficantly less attainable.

There is still the issue that with any sort of trashing attack, going for Jetty is extremely risky, and that could make the card super swingy and unfun. Another solution that addresses that would be "When you trash this, return all your Embargo tokens" - though I guess that still does not account for Cardinal.

Couldn't you add "when you trash or Exile this..."

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