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Messages - bootymancer

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1
Here's what I landed on for my submission:


Quote
Vacation
Act
Turn your Journey token over (it starts face up).
Then if it is face up, at the end of your Clean-up phase draw 2 extra cards and take [2 Debt].

Acts pose some interesting design constraints as-is, so naturally I had some trouble balancing an Act which required a total investment of 2 Actions to see any benefit. My original mock-up gave only 1 card. However, the 2 Action cost made this feel rather underwhelming so I upped the pay-off to 2 cards. This felt suitably rewarding, but I realized that both versions (particularly the latter) were too dominant in the early turns. A 6 or 7 card hand on Turn 3 with, effectively, no downsides would be too good to pass up. I ultimately settled on adding Debt (Vacations are scarcely free after all) as a counterweight.

My main concern is in tracking an effect like this- where the benefit of flipping the Journey token face up is delayed- if it is triggered multiple times in a turn. I can foresee some difficulties there, but it seems manageable.

2
"Night - Way" doesn't work by the rules of Ways.  A Way can be used only when an Action card itself can be played (which is usually during your Action phase, but things like Crown played during your Buy phase, or a Reaction played on another person's turn can still be played with a Way), but it can't change when an Action card can be played

Ah, good point! I misunderstood. I see now that 'Way-Night' is not really possible without some explicit text which would just over-complicate things. Here's the updated submission:


Quote
Way of the Opossum: Way

Set aside any number of cards from your hand face up. Then, shuffle this and all cards set aside this way into your deck.

Dropping 'Night' altogether still allows Way of the Opossum to keep much of its original functionality, albeit at the proper cost of an action (and a little bit of flavor).

3
My submission:


Quote
Way of the Opossum: Way-Night

Set aside any number of cards from your hand face up. Then, shuffle this and all cards set aside this way into your deck.

Those unplayed cards aren't dead - they are 'playing opossum'

4
I liked the flexibility that both the '-1 X' and 'Trade token' mechanics offered so here is my submission:



Quote
+1 Action
+1 Buy
+1 Trade
+$1
You may pay a Trade token. If you do, choose one: -1 Action, +$1; -1 Buy, +1 Action; -$1, +1 Card.

Barter offers the luxury of choice: play it as a pseudo-Candlestick Maker and bank a Trade token or cash one in for some situational value (Woodcutter / Necropolis+ / Vanilla Market Square)?

5
Big fan of introducing a mechanic which involves all players. I quite like the feeling of shared threat that the Monsters evoke. Plus, wailing on Monsters sounds like a good time!

Actual feedback:
Monsters- a little nit-picky but the 'Once Defeated' clause strikes me as redundant (to see the Defeated Monster you have to, well, Defeat the Monster to flip it over). Maybe kick it to the front with something like: 'When this Monster is Defeated, flip it'?

First blush is that you've got your work cut out for you. A mechanic like this seems really hard to nail down across different player counts/number and efficacy of Raider-producing cards.

I'd like to take some more time to process the piles on a more case-by-case basis, but in the mean-time scaling Defeat costs with player count might be worth considering.

6
Interesting mechanic!
For my submission I wanted to explore the idea of how something differs prior to being frozen/after being frozen. Here's what I landed on (hope a split-pile is acceptable):


Quote
+1 Card
+1 Action
+$1
If there are no Mammoths left in the supply, freeze this with 3 Ice tokens.
-
When you would thaw this, trash it instead. You may gain a Discovery.
Using 'thaw' here in place of something like 'remove the last Ice token from'.

Which becomes...


Quote
$2
Worth an additional $2 if you have any Ice tokens in play.
'any Ice tokens in play' could easily be 'any cards with Ice tokens on them' or 'any cards of your Frozen mat', etc. if necessary.

Standard 5/5 split. Mammoths run free until they are extinct. A frozen Mammoth makes for a truly valuable Discovery.
Funnily enough, freezing a Mammoth through other means allows a player to potentially gain a Discovery before it is uncovered in the supply.

7
A strict reading of this card makes it nearly impossible to play.  Only if you can get it into your hand without drawing - such as with a card like Border Guard or Catacombs - can you play it.  And then there's the accountability issue with "when you draw this".  How can you prove whether or not your opponent actually followed the directions on the card?  I draw this with my initial 5-card hand, but  I decide not to discard it.  I play a Catacombs, look at the top 3 and put them in my hand.  None of those three cards is a Sunken Treasure.  In my buy phase I play this.  Now, how can you prove that it was not one of the cards I put in my hand with Catacombs?

You are absolutely right about the accountability issue. Thanks for the thorough example. Here's a revised wording more in-line with the original intent:
If this would be put into your hand without being revealed this turn, reveal it and discard it to the bottom of your deck. If you do, reveal the top card of your deck and put it into your hand.

A player could lie and keep it when they otherwise shouldn't. But unless it was revealed (both times) they couldn't play it without being called out by the other player(s). It may be a bit fiddly but this would be better on the accountability front, right? This revision should also deal with the strict reading point without explicitly invoking a difference between drawing vs. putting cards in hand.

8


Quote
When you draw this card discard it to the bottom of your deck. Then, put the top card of your deck into your hand.

+3 Coffers
+1 Buy
-
This is gained and discarded from play to the bottom of your deck.

Long-time lurker, first time poster! Please pardon any formatting issues. Wanted to dive in with my take on the elusive prize that is a sunken treasure.

An under-costed Gold with upsides. The catch is in how infrequently it should see play. A card that always misses the shuffle unless the player can draw the last card of their deck is inherently swingy. Coffers and + Buy give the card some much needed flexibility (hitting more $ than needed on a turn that this sees play would feel bad). Multiple copies likely increase your chances of getting to play one, but playing more than one relies on a Kingdom with healthy draw and some finesse when the deck gets low. Also, consistency of the card might benefit from the order of play and/or gaining of other Aquatic cards (especially + Card(s) like Undercity, Mermaid, and Kraken above).

I'm satisfied with the card from a flavor standpoint, but I'm unsure of how interesting/viable something like this would be in practice.

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