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1
Weekly Design Contest / Re: Weekly Design Contest #160: Two Base Cards
« on: August 15, 2022, 10:48:45 am »
Copper Mine
Action - Duration - Attack
$3

$1

At the start of your next turn +2 Cards. Until then when any other player plays a Silver or Gold, they gain a Copper.


My thoughts and reasons behind the card.
- Before thinking about the card I had been talking about a video game arcade I used to go to when growing up. That was called The Copper Mine, so decided that is what I wanted to call the card.
- Obviously such a card has to give out Coppers, but ways that are beneficial to the player are tricky. I then thought it could be an attack that gave out Coppers.
- To make it thematic I felt it had to interact with the other treasures. I had the idea of the effect happening when you play a Silver or Gold. Something different, that could impact strategy by being in the kingdom regardless of whether it is bought or not.
- The card is now a duration attack in the same family as Haunted Woods or Swamp Hag. The next question is what benefits will it give the player. o mix it up I decided to split the benefits between the current and next turns and to split them between draw and money. I also thought it would be thematic if the card gave $1 on the current turn when played.

I'm kind of confused, is this card supposed to be a Treasure or an Action (because it says its worth 1$ but the typing is Action - Duration - Attack). Also if it's an Action, I think you made a copper junking attack that actually works, gj!

2
Variants and Fan Cards / Re: Set Expansion Contest
« on: July 10, 2022, 04:33:39 pm »


New Year's Service
$2 Action - Reaction - Holiday
+3 Cards
Discard 3 cards.
You may rotate the Holidays.
If the next card you play is a Spring Dance, +1 Action.
When you trash this during your turn, you may play it.

Spring Dance
$3 Action - Victory - Liason - Holiday
+1 Action
+2 Favors
You may play a Summer Fair from your hand.
Worth 1VP per 3 Favors you have (rounded down).

Summer Fair
$4 Treasure - Holiday
+1 Buy
This turn, cards you have copies of in play cost $2 less.
Play up to 2 Treasures from your hand.  If at least one is a Harvest Festival, +$1.

Harvest Festival
$5 Treasure - Duration - Holiday
Choose one: Trash a card you have in play or in your hand for +$3 and if it's your Buy phase return to your Action phase; or at the start of your next turn, +3 Cards.

Trashing cards you have in play will lead to tracking issues, if you trash a Harvest Festival or any other durations you have in play.

Edit: Spelling

3
Weekly Design Contest / Re: Weekly Design Contest #156: When Gain
« on: July 02, 2022, 07:34:11 am »


Gifts:




Here's the fixed version of the images.

4
Dominion General Discussion / Re: Hinterlands 2E Preview 2
« on: June 28, 2022, 11:29:00 am »
How nuts is Souk-WotChameleon gonna be? It aside, Souk seems fine, maybe not the best buy when you're drawing your deck, but +7 coins... Man, this feels like a card that you just build your deck around.

Does Way of the Chameleon also apply to negative cards and coins? Or just the positives?

It doesn't as stated in the Wiki

5
My Submission:



Quote
Phoenix • $5 • Action
+4 Cards
Discard a card. Trash a card from your hand.

When you trash this, play it (putting it into play).

My submission is Phoenix. It's actually an updated version of my Week 149 submission, which I still like and which (I think) also qualifies for this contest. Phoenix is a terminal draw/sifter/trasher, which can chain by trashing copies of itself (which then get played from the trash).

Please let me know if it doesn't count (since playing it from the trash is non-optional, or because you don't want resubmissions of old cards).
Wow, I was thinking of rebalancing/reworking my old Phoenix, which plays extremely similarly, for this contest, but it seems you beat me to it, and probably also did a better job than me at it.

6
Dominion General Discussion / Re: Prosperity 2E Preview 3
« on: June 03, 2022, 02:48:17 am »
Another possibility that would have required a different design from the start; don’t make make buying a card cause a gain. Make “gain” effectively mean “take without buying”. All cards that now say “when you gain” would have to be “when you buy or gain” instead. But then again I’m not a game designer so I wouldn’t trust my opinions here.

That's literally what happened with the german edition of the game, where buying and gaining were treated as two completely different things, until it was "fixed" in Hinterlands.
I think that'd be the only solution to make the distinction more clear to casuals without ruining the wording of every card with on-buy effects.

7
I'm just curious of what the majority of folks play.

2 player or multiplayer?
Online or with cards?

We usually play with 2 or 3 players exclusively with physical cards.

8
Dominion General Discussion / Re: Prosperity 2E Preview 3
« on: June 01, 2022, 04:31:05 pm »
To be honest, I'm kind of sad to see while-in-play being phased out. In most of the cards that had that clause, it seems more logical than this turn. In fact, if anything, I've long felt that a few this-turn cards, such as Livery, would make more sense as while-in-play. Also, I don't understand why Hoard has the new wording, when there's no functional difference. Were there really that many people confused about the difference between "when you buy" vs "when you gain"? Seems like anyone confused by that would be just as confused by the new Hoard phrasing

I was really confused when I saw the new wording on hoard. I thought it was an errata because you could somehow buy cards without gaining them or something and that that would maybe lead to emptying out the gold pile. I would have never figured out it was simply meant to mean the same as the old Hoard.
It's a similar issue the german cards had though, where the old HIG rules treated gaining and buying as two distinct things, before correcting them for Hinterlands.
I'm kinda sad too see such unnecessarily clunky wording appearing on new cards though, and hope the german cards don't follow suit, as this change seems utterly stupid to me.

9
Dominion General Discussion / Re: Prosperity 2E Preview 3
« on: June 01, 2022, 12:28:47 pm »
Now that goons is gone my opinion of dominion goes way down. My love of dominion is no longer a game I like. Goons was one of my most favorite cards.
You have every right to personally love certain cards. But let us remind ourselves that this one card. One card! Among a sea of amazing content. We have 400+ Dominion cards; Goons accounted for 0.0025% of Dominion. You cannot argue in good faith that this ridiculously small percentage of the game was the only thing that kept you hooked.

More to the point, Goons is not gone. If you play physically, you still owe your cards. Donald won’t rock up to your house personally to rip your cards. The Temple Gates app on Steam/Android/IOS also keeps the removed cards. As a Copper strategist, you can even buy Coppersmith there!!!

Goons accounted for 0.25% of Dominion as 1/400=0.0025 not 0.000025

10
Dominion General Discussion / Re: Prosperity 2E Preview 3
« on: June 01, 2022, 03:04:27 am »
Anvil seems like a really fun card. But I'm wondering if it wouldn't have been more interesting in say Nocturne, where it could've handed out a different Boon each time instead of always giving the Earth's Gift.

11
Dominion General Discussion / Re: Prosperity 2E Preview 2
« on: May 31, 2022, 08:07:54 am »
Now that I take a closer look at it, those cards seem to synergize rather well with our beloved Scout.

Crystal ball: After playing a Scout you can put a Scout on top of your deck, so that you play (or trash) your top-decked Scout using your Crystal Ball, so that you have a better next turn.

Investment: Using Scout you can fetch your unwanted starting estates to trash them using Investment. In rare cases, where you have nothing less valuable than a Scout in your hand you can also use Investment to trash the Scout himself.

Clerk: Scout perfectly negates the attack, as you can just topdeck a Victory card, that you can later add to your hand via Scout. And if your Scout is colour-blind he may accidentally also put a revealed Clerk into your hand.

12
Dominion General Discussion / Re: Prosperity 2E Preview 2
« on: May 31, 2022, 06:49:48 am »
Why is Clerk Reaction? Just saying

+$2, Attack, if there is no different named Action card in play, +1 Action.

isn't enough?

That wording would prevent you from playing it non-terminally while having durations in play.
It could be fixed by saying: if you didn't play a differently named Action card this turn: +1 Action.
But this wouldn't be as fun with ways and leads to command cards being able to play it non-terminally.

13

Quote from: Translation
Sapphire


If this is the first time you played a Saphhire this turn: +1 Buy

Treasure


It's an older card that I haven't changed much over the years. The only nerf it received was that you could only get the +Buy once per turn.
It's both a treasure card and a card costing so it should fit the theme pretty good.
It can either be viewed as an upgraded Gold or a modified Contraband, but wouldn't necessarily replace it.
Allthough it's a simple card we enjoyed playing with it, and it's a staple if there are no other +buys on the board when choosing the kingdom cards.
Im unsure of the english wording, but it should convey the meaning accurately.

Edit: added 3$ coin

14
Dominion General Discussion / Re: Seaside 2E Preview 3
« on: May 18, 2022, 09:04:34 am »
I'm surprised Cutpurse wasn't errata'd to only attack larger hand sizes
Probably because it would occur rarely, and almost never influence the game in a meaningful way. So why bother adding more words to this card.
And it'd also be a nerf to an already weak card, so I don't really see a reason to change it.

15
Dominion General Discussion / Re: Seaside 2E Preview 3
« on: May 18, 2022, 04:15:03 am »
I'm surprised that Cutpurse made it, and sad that Ghost ship and Ambassador got cut. But all in all I think the choice of replaced Cards is pretty good actually.

16
Dominion General Discussion / Re: Seaside 2E Preview 2
« on: May 17, 2022, 05:38:20 pm »
According to the german promotional photo, Island, Native Village, and its mats are confirmed to stay.
Also one of the replacement cards is going to be an Action-Duration-Reaction, called "Piratin" (female pirate) as seen here.

17
Weekly Design Contest / Re: WDC 151: Now or Later
« on: May 05, 2022, 12:26:56 pm »

Quote from: Translation
Lunar Witch

Each other player gains a curse.
Now and at the start of your next turn: +2 Cards

6$  Action - Attack - Duration


It's a basic witch variation I made a while back, and just so happened to fit with the theme.
We played with it a few times, and it is quite fun, but it's much better at drawing (more akin to Wharf) than at cursing like a regular Witch, as you can't play it as often.
And because it costs you can't buy it during T1/2, so it's basically a friendly Witch.

18
Weekly Design Contest / Re: Weekly Design Contest #144: A one time thing
« on: February 25, 2022, 11:19:48 am »


Supernova
Event ($3)

Once per game: +1 Buy. At the end of this turn, put all non-Duration cards you have in play, and all cards from your deck and discard pile into your hand. Put 5 of them onto your deck in any order and discard the rest.

A superpowered version of Star Chart that lets you set up the perfect next hand, but only once. I made it cost $3 so that way a player with a lucky 5/2 (in that order) opening doesn't quickly pull ahead of their opponent by getting this right after a strong $5. I'm not 100% sure if this is the best wording for this idea (I took Donate's wording and modified it based on how I figured its new errata would change it), so suggestions for that are welcome. :)

Since this happens at the end of turn, it occurs after drawing your next hand so you have an empty hand next turn. Is that intentional?

Oh… yeah that’s not what I wanted it to do lol. It’s supposed to let you set up your 5 best cards (of your choosing) onto your deck and then immediately draw them for your next hand. When would be the timing of getting the player to do this so it works like I intend it to?

You couly change the last sentence to: Put 5 of them into your hand and discard the rest.

19
Weekly Design Contest / Re: Weekly Design Contest #141: Seaside Revisited
« on: January 29, 2022, 04:41:21 am »
Ship Market
$6
Action - Duration
+1 Card
+1 Action
+Buy
+ $2
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$.

20
Weekly Design Contest / Re: Weekly Design Contest #140: Choose Three
« on: January 14, 2022, 12:24:11 pm »

Quote from: Translation
Ghost Castle

Choose three:
Trash 2 Cards from your hand; +3 Cards, put 2 cards from your hand onto your deck;
+2 Cards; +1 Card; +1 Buy; +1 Coffers.
The choices must be different.

6$  Action


Note that this is strictly more powerful than a Hunting Grounds without the Duchy gain ability on trashing, because the +4 Cards is an option *in addition* to other choices you have. The other combinations of choices don't seem like much to write home about, but the flexibility plus the fact that this is Hunting Grounds at a minimum makes this too strong IMO. You could increase cost to $7 but I think generally it's better to decrease the power level than have a card with a really high cost. That being said, I can't see it being too broken, just seems like it would play like Wharf where you get it almost every game since it was balanced on the (much) stronger side.

Yes it's better than Hunting Grounds, but not strictly. Being able to trash it to gain a Province and a duchy with remodel is something you can't do with my card, so I have to disagree with you.
I would never increase the cost to $7 as that wouldn't be much fun with the current concept.
I also don't think the card is too good, as hunting grounds is in my opinion not worth the 6$, especially as it's not better than Wharf, which only costs 5$.
The only thing I would consider changing is making it so that if you "choose" +4 Cards, that you have to discard one afterwards.

But to be honest, I don't really like this card either.

21
Weekly Design Contest / Re: Weekly Design Contest #140: Choose Three
« on: January 13, 2022, 06:02:32 pm »

Quote from: Translation
Ghost Castle

Choose three:
Trash 2 Cards from your hand; +3 Cards, put 2 cards from your hand onto your deck;
+2 Cards; +1 Card; +1 Buy; +1 Coffers.
The choices must be different.

6$  Action


The most accurate translation of the cards name would probably be "Haunted Castle", but that name is already taken by an offical card.

The choices may seem confusing at first, but there is a lot of flexibility. E.g the card can be equivalent to Hunting Grounds (+4 Cards) or Tragic Hero (+3 Cards and +1 Buy), which is also the reason why the card costs 6.
Furthermore the trashing and coffers allow for situational plays.

The chosen actions must be followed in the order in which they are listed (similar to Scrap).

22
Weekly Design Contest / Re: Weekly Design Contest #140: Choose Three
« on: January 12, 2022, 09:20:46 pm »
As I have been informed that it doesn't qualify, so I'll retire this card.

Quote from: retired
Unnamed Card atm
Action
Cost: 5$

Reveal the top 5 Cards of your deck.
Put three of them into your hand and discard the others.

23
Weekly Design Contest / Re: Weekly Design Contest #140: Choose Three
« on: January 12, 2022, 07:06:10 pm »
So I hear you want 3s, so I made a 3 and added a side of 3 and topped it with a 3. I was not satisfied so put more 3s on your 3s then added a few more 3s and just for good measure shoved in some extra 3s for you.


Quote
Tres Leches
$3@3
Victory
Worth 3% if you have exactly three of this (otherwise worth 0%).
-
When you gain this, choose three: +3 Coffers; or +3 Villagers; or Exile three Golds from the Supply; or Queue three Slivers from the Supply; or gain three Horses; or gain three Spoils. The choices must be different.

I really like your submission, but I feel it's kind of too good. Especially if you buy this turn 1, there is a high likelyhood of you ending up with 4 golds in your deck by turn 3/4 (by queuing silver, gaining spoils, exiling gold, then buying gold). Which forces everyone to pursue the same strategy, as having that much buying power this early on is just too much of an advantage
Imo you should lower the T1 buying incentive by either only being able to exile a dingle Gold, or just removing that option outright to stick with the "3" Theme.


Quote
Polygranites
$5
Treasure
When you play this, +$1 and choose one: +1 Buy; or +1 Coffers; or +1 Villager; or +1%; or gain a Spoils; or gain a Horse.
-
When you gain this, choose three from the list above. The choices must be different.

I would go with the one on the left, it just feels kind of wrong to see +$ on a treasure card.

24
Weekly Design Contest / Re: Weekly Design Contest #140: Choose Three
« on: January 12, 2022, 06:49:18 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.

25
Weekly Design Contest / Re: Weekly Design Contest #104: Raise the Ceiling
« on: February 08, 2021, 04:40:22 am »


Quote
Exhaust

+1 Buy
Replay a non-Duration Action card you played this turn that's still in play. Trash it.

Event
$0
I think this makes it too easy to just trash your deck on your final turn to gain a game-deciding advantage. At the very least, it should lose the +Buy.

How about making it possible to buy a buy by overpaying?

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