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1
Weekly Design Contest / Re: Weekly Design Contest #170: 2/7 Offsuit
« on: December 02, 2022, 01:34:22 pm »
This is my entry this week


Quote
Eternal Struggle
$7
Action - Duration - Attack
Discard the top card of your deck. Look through your discard pile; you may play a Treasure from it. Each other player draws a card, then each other player with 5 or more cards in hand puts cards from their hand onto their deck until they have 4 cards in hand.
At the start of your next turn, replay this.

This card should be a weak attack but a constant one. If opponents but one for them selves they mitigate the attack by a bit. Unlike Hireling this new card replays itself forever and I did this so other players can use a reaction card each time to help with memory issues.

2
My entry this week is a project but should act some what like a repurchasable one shot card

Quote
Infrastructure
@5
Project
Directly after you finish playing an Action or Treasure card, if it's still in play, you may return your purchase token from here, to replay that card twice..

I am quite uncertain on the price and wording of this card. $5 felt like too much vs just buying a good high drop card and $4 felt too little so I am test out @5 as a middle ground. I know Debt combos with +Buys effects a bit. Though given tempo negative of buying a 1 shot effect, most a boards without a +Buys will probably ignore this card no matter the cost. Which I am okay with as many landscape cards are best when they are useful on some boards and ignore on board others, identify which is which part of player skill.

I am want players to be able to buy this project then use it then buy this project again if they want to. Players should NOT be able to buy multiple "charges" of this to use in the same turn, barring entering and exiting the buy phase some how.
Overall I hope players are excited to use this King's Court like tripling effect. Though this card is much more limited in scope as it can not chain combo with itself and each use costs money. Though it should be quite strong as players can now target Treasure cards and the upfront cost is not as high as King's court. The other comparison point would be Royal Carriage as they are both copy effects that wait patiently for the perfect target. This new card is stronger as it does not take a draw to set it up, and copies an additional time. This new card is weaker as players have to repurchase this for each use. The last comparison I would like to point out is Citadel, which tends to copy less desirable cards, 1st actions played in most turns tend to be villages and such. The $8 upfront cost is a lot compared to @5 but is payed only once vs the repeated nature of this new card. So overall I hope this card effect can find a home, even if the numbers need some tweaking.

3
Weekly Design Contest / Re: Weekly Design Contest #168: Turkey Time
« on: November 16, 2022, 07:15:09 pm »
My entry this week is a split pile

Quote
Dough
$2
Night - Duration
Set aside any number of cards from your hand face down. At the start of your next turn, put them into your hand.
Quote
Yeast
$6
Action - Duration
At the start of your next turn, +$1 per card in your hand.

Dough should be a somewhat useful card at storing extra cards for a mega turn, it might help Estates dodge shuffle, help synchronize combo pieces together, or help catch a few terminals trapped in hand. Dough should also help players spike up to $6 to buy a Yeast. It is a Night card so when drawn after all actions had been used it is still useful. Also the best bakers make their Dough at Night so it has chance to proof and be ready in the Morning.

Yeast is the Powerhouse of the set. If generate +$5 money or more, which is a lot. This card is limited by its high cost of $6, it being at the bottom of a spilt pile, it is terminal, its reward is delayed, and it can only be used every other turn. Yeast also combos with the Dough for even higher numbers but without adding a source of +Buys their is not too much of a point in doing that. This effect is also countered by a few attack cards like Militia and the sort.

i think it could be hard to uncover yeast, because who would want more than a single dough? giving it +1 card for the next turn could already be fixing that maybe? So its a cantrip

So one thing I am thinking players could do with 2 or 3 Doughs is they can play 1 each turn which keeps all there starting junk card "trapped" in the Dough loop. This would give massive deck control as any future green cards could also get swallowed up in the chain. The Dough loop also deals with unnecessary copiers of itself as they keep just being relooped with the rest of the junk until needed helping guarantee a Dough loop on future turns. So I hesitate to give Dough any more rewards then just comboing with Yeast. Now believe it would be rare for players to want to get all 5 copies of Dough but that is one core issue each Split pile much deal with. One player purchasing all 5 copies of Dough without a decent source of buys would likely be too time consuming and I think I am okay with that.

4
Weekly Design Contest / Re: Weekly Design Contest #168: Turkey Time
« on: November 14, 2022, 02:08:09 pm »
My entry this week is a split pile

Quote
Dough
$2
Night - Duration
Set aside any number of cards from your hand face down. At the start of your next turn, put them into your hand.
Quote
Yeast
$6
Action - Duration
At the start of your next turn, +$1 per card in your hand.

Dough should be a somewhat useful card at storing extra cards for a mega turn, it might help Estates dodge shuffle, help synchronize combo pieces together, or help catch a few terminals trapped in hand. Dough should also help players spike up to $6 to buy a Yeast. It is a Night card so when drawn after all actions had been used it is still useful. Also the best bakers make their Dough at Night so it has chance to proof and be ready in the Morning.

Yeast is the Powerhouse of the set. If generate +$5 money or more, which is a lot. This card is limited by its high cost of $6, it being at the bottom of a spilt pile, it is terminal, its reward is delayed, and it can only be used every other turn. Yeast also combos with the Dough for even higher numbers but without adding a source of +Buys their is not too much of a point in doing that. This effect is also countered by a few attack cards like Militia and the sort.

5
Weekly Design Contest / Re: Weekly Design Contest #167: Monster Mash
« on: October 31, 2022, 11:22:13 pm »
I had forgotten about Sinister Plot, thank you for pointing that out. In comparison to that, I have altered Treat to spice it up a bit.



Quote
Halloween Town -$5
Project - Ally - Liaison

At the start of your turn, +1 Favor.
-
At the start of your Buy phase, you may spend 2 Favors to gain a Treat.
Quote
Treat- $3
Action - Attack
+3 Cards
+2 Coffers
+1 Villager

Each other player takes Trick.
Return this to its pile.
(This is not in the Supply).
Quote
Trick
State
At the start of your Action Phase, return this, and the first action you play this turn gets +1 Card and +1 Action instead of following it's instructions.

You might have gone a bit too far. Now every other turn it’s a net +2 Cards and +2 Coffers (roughly x4 the value), plus convert an Action to a Villager.  Still delayed via Treat, but that doesn’t matter that much.

With designs that have this many numbers/moving parts it becomes super difficult to judge the balance. In my opinion, it is probably better to playtest this and other complicated complicated designs when they are overtuned. It is easy enough to scale numbers back after learning if the overall play pattern is fun and worth balancing. What I find is way worse is when a play tester tries out a complicated card which looks fun to them and it does nothing. It is harder to tell if the play pattern was the problem or just bad numbers. The designer may consider delaying the project's source of favor by pushing the cost up to $6 so players will not get it on a luck 5/2 split on turn 1. Though players may still get some early favor using other liaisons and get a Treat or two quickly that way, which sounds fun enough.

Side note: I personally love the aesthetic choice of using +3, +2, +1.

6
Weekly Design Contest / Re: Weekly Design Contest #167: Monster Mash
« on: October 31, 2022, 12:34:26 pm »
Here is my entry

Quote
Monster Mash
$8
Way - Event
Play the two cards you have set-aside, in any order, leaving them there.
-
Setup: Make a Monster deck out of different unused Attack cards.
-
Once per game: Reveal the top 5 cards of the Monster deck. Set-aside 2 of the revealed cards. Put the rest on the bottom of the Monster deck in any order.
This way does nothing for players until they purchase the Event. This does cost a lot at $8 but giving players access to a Powerful Way should probably cost quite a bit. I don't love the 2 dividing lines but as more most of the designs I brainstormed this week, it was hard to fit two text boxes into 1 card. Also it feel like landscape textboxes have much less space then portrait cards. Also I am not sure if it is allowed to name my card the Title of this week's contest but the themed seemed like a good match.

7
Weekly Design Contest / Re: Weekly Design Contest #167: Monster Mash
« on: October 25, 2022, 04:00:05 pm »
Devil's Gift
Boon - Hex
Choose one: discard down to 4 cards in hand; or gain a Curse.  Each other player does the unchosen one.

How are players supposed to receive this? Is there a copy in the boon and a copy in the hex deck or just a copy in one deck?

8
Here is my entry

Quote
Tycoon
$5
Action
If this is the first time you played a Tycoon this turn, +3 Buys
At the end of your Buy phase this turn, +1 Coffers per unused Buy you have.

I intend this card to give +3 Coffers if the player does not use any of the extra +3 Buys and +4 Coffers if they don't buy anything. The bottom text should stack with future copies, so if a player used four of theses in one turn and bought only 1 Card that turn they would have +3 Buys leftover and they would gain +12 Coffers = +3buys*4copies. This card's Coffers are delayed so the card should be a bit weaker then most cards that give Coffers which can be used right away.

9
So Judge, I am legitimately confused on quite a few points here.

You posted the second runner up as the card Sepulcher by the user MrHiTech which is a mismatch, I see that MrHiTech commented/quote Sepulcher but it was authored originally by Gubump. Or did you mean that MrHiTech's Portcullis.

Based on your feedback which was mostly positive for Gubump's card I would assume they got runner up vs your feedback on MrHiTech's which tend toward the negative.

Also on your feedback for Gubump's card seemed you misunderstood the card, as it clearly says gain a non-Victory card and you mentioned gaining a province out from under a player.

10
"Here is my entry

Quote
Indulgence
$3
Action
+1 Card
+1 Action
+1 Buy
At the start of your Buy phase, you may trash this from play for +$2.
This is a low cost source of +1 Buy both in price and deck space since its a cantrip. The trash effect works as stored money which can help players save up to to get a large surge of purchasing power. This card isn't as simple as a strange Event that grants +2 Coffers, as players will not have complete control of when they can spent this. Also also this card can be gained in the late game by workshops which have acquired the needed engine pieces and are looking to transition to the late game payoffs.

The card is based on Mining Village with the minor rewording to match what Donald suggested for tracking purposes. The updated text also is a bit stronger as players will know more at the start of Buy phase then at the start or middle of players action chain and can cash this in only when its best. This card isn't a Village, which maybe be a good thing as most players I have meet lament removing such coveted card from there deck, so players may be more willing actually spend these card for quick high costed purchase of a good $6 or $7 costed card.

"

11


https://shardofhonor.github.io/dominion-card-generator/?title=Portcullis&description=%2B1%20Coffers%0A%2B1%20Villager%0AYou%20may%20trash%20a%20card%20from%20your%20hand.%0A-%0AWhen%20another%20player%20plays%20an%20Attack%20card%2C%20you%20may%20first%20play%20this%20from%20your%20hand.&type=Action-Reaction&credit=Illustration%3A%20Wikimedia&creator=v1.0%20MrHiTech&price=%243&preview=&type2=&color2split=1&boldkeys=&picture-x=0&picture-y=0&picture-zoom=1&picture=https%3A%2F%2Fi.imgur.com%2FJACV5fe.png&expansion=&custom-icon=&color0=3&color1=0&size=0

One of the things that I really like about Watchtower, Secret Chamber, Horse Traders, etc. is how they're anti-Attack cards, but they don't just tell you that outright like Moat does. Instead, they just counter different Attack card types.

Take Watchtower for instance. The top is draw-to-X, which removes the penalty from discard attacks (albeit in a terminal way). The bottom is a defense against junkers, since it lets you trash a gained card.

Portcullis is kind of like a reverse Watchtower. Its top trashes junk, and its bottom protects against discard attacks (playing it and trashing a card gets you down to 3 cards in hand). It also has some of that Caravan Guard next-turn stuff without ripping it off too completely.

this is far too strong for $3. Compare to other $3 trashers like Trade Route, Forager, Goatherd, Student, Loan and you see Portcullis is far stronger just based only on the top-half (villager and coffer giving a huge advantage of the others). AND it is conditional trasher. It would be a good $4 with just the top half, the bottom half makes it a strong $4

I would recommend making it $4 and mandatory trashing

I do think this card should cost $4 so players can't double open this. But I do not think don't make the trashing mandatory would be a good change it would almost would ruin the card as player could not use then for there money base. This cards' nontrashing effects are not too much better than from Candlestick Maker which is a $2.

12
Weekly Design Contest / Re: Weekly Design Contest #164: Read the Fine Print
« on: September 28, 2022, 05:21:41 pm »
Here is my simple entry this week


Quote
Gilded Reef
$7
Victory
7%
-
When you gain this, each other player may gain a Gold onto their deck.

13
Weekly Design Contest / Re: Weekly Design Contest #136: ‘Tis the Season
« on: September 19, 2022, 12:49:22 pm »
Concerning Carols
Instead of stating "While this is in play. Carol cards cost 1 less" could it be "Carols cost 1 less this turn" to take less space on the card?

I'm thinking i might remake these for myself but change the gifts on some:
1: Gold
2: Spoil
3: Silver
5: Coffer
11: Coppers (but not to you)
12: Reveal top 12 for +1 V-token for each Carol

guess i need to get some Horses

I have recently removed the Carols cost reduction text and added "+1 Favor" to help make them better as Treasures the do something. They are likely still quite weak but hopefully more relevant on more boards then a narrow cost reduction. I suspect the Carols cost less effect may overly reward players who go solo Carols, which is not the best design. The addition of them becoming Treasures at all was added to help reward players who go Carol cards and specially Carol cards early, as a flat 1 VP or 2 VP victory only card is basically dead weight which discourages players to try the pile out at all. Overall, I do like your shifts they seem decent ideas to try, I have yet to get a chance to play any of the Carol card ideas at all, so please report back any feedback appreciated.

14
Weekly Design Contest / Re: Weekly Design Contest #163: Cleaning The Banlist
« on: September 16, 2022, 12:58:58 pm »
Here is my entry
I know why this couldn't be in Renaissance it is far too close to Ducat which is a card I do enjoy. Original Cargo Chip is just super bad as a terminal Action card. Also old Cargo Ship only storing 1 card felt super bad too so here are my shifts to the card. Also I think Treasure - Duration could have been in Renaissance as it uses both types.

Quote
Cargo Ship II
$2
Treasure - Duration
+1 Coffers
+1 Buy
This turn, when you gain a card, you may set it aside face up (on this). At the start of your next turn, put them into your hand.

EDIT: updated cost it should be $2 not $4

15
Weekly Design Contest / Re: Weekly Design Contest #162: You Can Trip at $5
« on: September 05, 2022, 03:45:59 pm »

Quote
Receipt
$5
Action - Duration
+1 Card
+1 Action
You may set aside a Treasure from your hand to play it at the start of your next turn.
-
When you gain this, gain a Silver and you may set it aside to play it at the start of your next turn.
This card help players save money for the future which useful when the extra copper or two does make a difference on what they buy. This also has burst of money to help surge up to a Gold or other Treasure card which might be useful to put into play during the action phase.


The Silver boost is neat but given that the play effect of this is nearly strictly worse (draw to X and obscure cases like Leprechaun prefer in play over hand) than Haven this is far from $5 territory.

Haven is a must effect, which Receipt is not, which is a bigger difference to me. Playing a Haven always means hurt the current turn to help the next turn which is not always great. Also if not used as a Haven but just a cantrip then Receipt reshuffles faster which ups the odds it meets up with the Treasures players are hoping to abuse. But you somewhat right this card is not super strong which why I gave it the Silver boost to push it from a $3/$4 to a $5. This card does combo with Quarry and a few other Fan-made Treasures that do weird stuff, also draw to X effects are common enough to make this interesting to me and I hope others.

16
Weekly Design Contest / Re: Weekly Design Contest #162: You Can Trip at $5
« on: September 05, 2022, 02:36:26 pm »
Here is my entry

Quote
Receipt
$5
Action - Duration
+1 Card
+1 Action
You may set aside a Treasure from your hand to play it at the start of your next turn.
-
When you gain this, gain a Silver and you may set it aside to play it at the start of your next turn.
This card help players save money for the future which useful when the extra copper or two does make a difference on what they buy. This also has burst of money to help surge up to a Gold or other Treasure card which might be useful to put into play during the action phase.

17

Quote
You may rotate the Elements.
Either now or at the start of your next turn: +2 Cards.


Updated Water's text based on your feed back

Quote
I can see what you're trying to do with Earth and Fire, but as worded by the time you're looking at Earth in your discard, you've already discarded it, so it's too late to play it.

I can see this working as an online-only card, but you couldn't do that physically unless you said something like, "Reveal every card in your deck, then discard the revealed cards". That would allow the user to react to this (as well as Tunnel)

Speaking of Tunnel, you can't reveal it in response to putting your deck into your discard pile, so that ruling would hold for Earth too.
https://boardgames.stackexchange.com/questions/7389/when-you-use-chancellor-to-discard-your-deck-do-you-gain-a-gold-for-each-tunnel

Update Fire's Text to make it discard the cards. I find it lame I have to do these as I thought for sure Chancellor's text discarded the cards but thank you for catching that.

18
Here is my entry




Quote
Water
$2
Action - Duration - Element
You may rotate the Elements.
Either now or at the start of your next turn: +2 Cards.
This card is based on Boons The Sea's Gift and The River's Gift, as it gives the player a choice when they want the cards and also felt quite like a Seaside card. This is simple card and should provide players with a decent draw effect to power up their decks. Also the simple draw might help with the other cards from the this pile as they are mostly card disadvantage.
Quote
Earth
$3
Action - Reaction - Element
Choose one: Trash a Treasure from the Supply; or gain a Treasure from the trash to your hand.
-
When you discard this other than in Clean-up, you may play it.
This card is based on Boon The Earth's Gift as is focused as a gainer and linked to Treasures. After seeing Salt the Earth this card become a Treasure version of Lurker and to help is combo with later cards in the Pile it gained the reaction from Weaver.
Quote
Fire
$4
Action - Element
Reveal your deck then discard it. Look through your discard pile and you may trash up to 2 cards from it.
This card is based on Boon The Flame's Gift as a trasher. As most Trashers are purchased early on and this card is buried under the other Elements it was tuned up to be a somewhat unique and powerful trasher. Most trash effects that hit multiple cards at once are a trade off of current power, as in the card in hand are useful for that turn, for a better deck. This card cheats that by trashing card in the discard which typically overpowered but this card is slow to acquire and terminal. Hopefully that enough to keep it from being too broken. This also combos with Earth as a way to discard it and a way to get Treasures in the Trash.
Quote
Air
$5
Action - Element
+2 Cards
+2 Actions
+2 Buys
+$2
Discard 2 cards.
This card is based on Boon The Wind's Gift as so can see the +2 Cards and Discard 2 cards. The tricky part was making a good card with that text at $5 and it felt fun to do a bunch of simple 2s. This card combos with Fire a bit as it fills the discard with Trash-able targets. This card combos with Earth as a discard outlet. As mentioned before the card disadvantage of this card can be recouped with Water. Overall I hope this card is good enough for players to want in may decks as it functions like a Festival with a bit of card selection on top.

19
Weekly Design Contest / Re: Weekly Design Contest #160: Two Base Cards
« on: August 18, 2022, 11:13:56 pm »
Here is my entry

Quote
Serenity
$10
Event
You may trash a Province, a Duchy, and an Estate from your hand for +20%.
Just to be clear the player must trash all 3 cards to get the +20%. This card is a fun quest for players to accomplish. Like Colonies and the Events Alliance and Dominate or any powerful Green card pile, this new card should reward players to go big and make a strong engine decks that can draw through Green cards and double their score. I really enjoy this idea as many slow engine decks get running then find their is not enough Green card left in the supply to catch up and this presents a method to help catch up. But does not stale out the game as player still need to collect this Green cards from the supply pushing the game toward an end state, except when they card pull from the trash but that feels a bit narrow.

Here are my other cards I made this week but they felt not as great but others might enjoy using them or improving on them later. I really enjoyed this contest as many cards want to reward players with game objects and Base cards are a great thing to reference as every game uses them and players don't have to fish out other piles.


Quote
Prestige
$5
Treasure
+1 Buy
+1 Coffers
This turn, when you gain an Estate, gain a Gold onto your deck.
This turn, when you gain a Duchy, Queue a Silver and a Copper from the Supply.
This turn, when you gain a Province, you may Exile it.
I tried to make a card that mentions the 6 common base cards and this card does a lot because of that. Frist, it is a treasure as it is not strong enough to be a terminal Action and being a Treasure saves space no having the +1 Action. Second, it gives a Coffers due +$1 how felt weak it that effect is and to reduce text size which saves spaces for the important bits. Third, the +1 Buy opens the door for multiple purchases of Green cards doubling this cards effectiveness. Fourth, the Estate bonus is mostly to get players decks started. Fifth the Duchy line requires the use of a Fan machinic with is linked below but should help Midrange Big money decks keep the money flowing but also Junking themselves up with low powered cards. Last the effect to Exile Provinces helps players Green earlier without much punishment other then playing this card with is a stop card and only generates +$1 money.
Also an easy reminder for Queue rules
http://forum.dominionstrategy.com/index.php?topic=20894.msg875641#msg875641

Quote
Capital Spending
$3
Event
Choose one: Gain a Copper and Exile a Gold from the Supply; or Exile a Duchy from your hand to gain a Gold onto your deck.
This card does a few things, first the the majority of the card Camel is the early gain effect, as buying Camel or this new card rewards rushing multiple Golds. Second this card helps midrange Big money decks clean out Duchies and set up for a Province. Third if player Buys this a few times early for the Exiled Golds they can get $5 money to snag an early Duchy to help get to Gold instead of just hoping to get to $6 which a Camel start can make much harder.

Quote
Lofty Pursuits
$5
Project
At the start of your Buy phase, you may discard an Duchy to look through your discard pile. You may reveal a Gold from it and put it into your hand.
This card is like turning the 1st Duchy into a Harem like card.

Quote
Recover
$5
Event
Once per turn: +1 Buy. Look through your discard pile, reveal up to one of each of these cards from it: A Colony, a Province, a Duchy, an Estate, a Platinum, a Gold, a Silver, a Copper, and/or a Curse, and set them aside. If you did, then at the start of your next turn, put them into your hand.
This card does a lot and was the best card I could make that uses all 9 Base cards (except Potion). It is quite a long test box but feels like the effect is easy to understand and shouldn't need to much rereading.

Quote
Reduction
$3
Event
Trash a card from your hand. If it's an…
Copper, +2 Coffers
Estate, Gain 2 Horses
Otherwise, +2 Villagers
This card slowly cleans out the player's decks of start cards or other junk and gives some small rewards much like the action card Sacrifice.
Quote
?
$10
Event
Gain a Gold onto your deck. Gain a two Duchies.
This card reward players who hit $10 with the % of a Province and helps set up the next turn but the Double Duchies might start to hurt. Sorry no image this idea was scrapped before I made a mock up.

Quote
Trawling
$5
Action
Reveal the top 5 cards of your deck. From those cards, put a Copper, a Silver, a Gold and a different Treasure card into your hand. Discard the rest.
FAQ: This card can draw at most 1 Copper, 1 Silver, 1 Gold, and 1 other Treasure (such as a Potion or a Spices) but this last Treasure card cannot be a Copper, a Silver, or a Gold.
This card has the potential to draw a lot of money but is terminal and requires players to fill there deck with targets and get lucky.

Quote
Wellspring
$4
Action
Choose one: Look through your discard pile. You may reveal a Copper, a Silver, and/or a Gold from it and put them into your hand or +1 Card and +1 Action.
This card has replacement mode because as with Counting House, it sucks far too much to draw this right after the shuffle.
This card has a very high ceiling to generate lots of money but may take a while to get working as the players must acquire the Treasures and a large enough deck for them to be in the discard pile reliably.

Quote
DI
$5
Action
+3 Cards then discard a card. If it was an...
Estate or Copper, +$1
Duchy or Silver, +1 Coffers
Province or Gold, gain a DI
Curse or Ruins, Exile it
This card was based on emtzalex's Amphitheater, which I liked but disliked the punishment for Discarding Curses. Also only mentioning Curse and Gold by name felt wrong and mostly tacked on it felt better to me to doubled down on references and pair them up to save space.

20
Variants and Fan Cards / Re: Ways but for Treasures
« on: August 13, 2022, 09:37:46 pm »
I think that foot path is to good. Silvers are now labs and golds are now double labs.

Except they can't combo into Action cards so a bit more limited still strong but less good then Laboratory on boards with powerful Action cards.

21
Variants and Fan Cards / Re: Ways but for Treasures
« on: August 13, 2022, 05:32:46 pm »
These seemed fun at first as I spent an evening designing quite a few Path cards. Unfortunately I woke up the next morning converted most of them into low costed Events and they worked much cleaner. Also looking at these as Events made it more clear how powerful these cad be like the Paved Road one you posted is way too strong compared to the Event Bonfire or How your Dark Alley is Toil but costs less and can combos much easier. These are the few Path cards I made that might still be worth the rules effort

Quote
+$1
When you discard this from play this turn, put it onto your deck.
Quote
+1 Card
Take a card from your hand and put it anywhere in your deck.
Somewhat useful deck manipulators, the other 3 are basically using conditional effects to turn Coppers into Silvers temporarily
Quote
Gold produces an extra $1 this turn.
Quote
If you’ve played 3 or more Actions this turn, +$2.
Quote
If you have exactly 7 cards in play, +$3.

22
Weekly Design Contest / Re: Weekly Design Contest #160: Two Base Cards
« on: August 13, 2022, 04:52:37 pm »
This looks too good compared to Explorer and Pirate. Pirate is only better as it can gain $5 Treasures but that does not compensate for the immediate hand-gaining.

Explorer's removed so I don't see a reason to care about that. Pirate's Reaction allows it to be non-terminal... not all the time, but a good amount of the time, where this will just never be.

I agree with segura this card is a bit too pushed as Pirate is the only card the gains Gold to hand and is much more compare able to Swamp Hag as it is a duration effect. Courtier basically gains a Gold to hand, with its +$3 and gain a Gold, if they have 2+ typed card. Even comparing this card to the other just Terminal +$3 cards this card is quite a bit stronger. See bellow
Stronghold - Cost $6 but does some very uncomparable stuff
Giant - Only trigger half the time
Poor House/Souk - Needs a small hand
Mandarin/Horse Traders - self discard
Wine Merchant - Self kills after use
Sacred Grove - Help opponents quite often
Galleria/Guildmaster/Livery - these require doing something to get there bonus and there bonus is a much smaller reward then a Gold.
And all these comparisons are assuming player never uses the Duchy clause, just Gain a gold to hand for $5 is far too strong.

Overall I like your simple Gold gainer but the floor is too strong. You might try a card that gains the 1st Gold to the discard pile, but if a Duchy is discarded put the 2nd Gold into the hand.

Also if possible to reword the card to make it clear that the player gains 2 Golds as I misread the card the first time and I assumed only 1 Gold was to be gained and the Discarded Duchy just moved the 1 gained Gold into hand.

23
Weekly Design Contest / Re: Weekly Design Contest #160: Two Base Cards
« on: August 13, 2022, 04:26:06 pm »


If both Curse and Estate piles are empty or either pile is empty, do players still get the +3VP?

24
Weekly Design Contest / Re: Weekly Design Contest #160: Two Base Cards
« on: August 13, 2022, 03:24:46 pm »
Names 3 Base cards
Bandit Fort
I'm not sure how you counted 3 base cards for Bandit Fort?

My mistake I will update previous post.

25
Weekly Design Contest / Re: Weekly Design Contest #160: Two Base Cards
« on: August 13, 2022, 01:38:37 pm »
Judge to be clear we are to make a card(s) that uses 2 or more named base cards or exactly 2 named base cards?

Also might be useful for other people here is the full lists of official cards that reference Base Cards

Names 6 Base cards
Alliance

Names 4 Base cards
Castles

Names 3 Base cards
Explorer, Palace

Hexes(Bad Omens, Envious, Greed, Locusts, Plague) - I don't want to count this but the deck of Hexes reference 3 base cards, so all Doom cards reference at least 3.

Names 2 Base cards
Apothecary, Aqueduct, Augurs, Bandit, Bandit Fort, Beggar, Corsair, Count, Enclave, Fool's Gold, Governor, Hunting Grounds, Ill-Gotten Gains,  Mountebank, Noble Brigand, Quest, Soothsayer, Tournament(Prizes) Transmute, Treasure Trove

Boons (The Mountain's Gift + The Sea's Gift) - I don't want to count this but the deck of Boons reference 2 base cards, so all Fate cards reference at least 2.

Names 1 Base card
Alchemist, Amulet, Annex, Banquet, Barbarian, Baron, Black Cat, Blockade, Bonfire, Bureaucrat, Cache, Camel Train, Cauldron, Charlatan, Circle of Witches, Commerce, Conquest, Coppersmith, Courtier, Counting House, Coven, Cursed Gold, Cutpurse, Defiled Shrine, Delve, Desperation, Devil's Workshop, Dismantle, Distant Shore, Dominate, Ducat, Duchess, Duke, Embargo, Embassy, Encampment, Familiar, Feodum, Fortune, Fortune Teller, Fountain, Giant, Grand Market, Groom, Hideout, Hoard, Idol, Inheritance, Jack of All Trades, Jester, Legionary, Leprechaun, Lucky Coin, Market Square, Merchant, Miser, Monastery, Moneylender, Mountain Pass, Old Witch, Pasture, Raid, Reap, Replace, Rocks, Royal Blacksmith, Sauna, Scrap, Sea Hag, Sea Witch, Settlers, Silos, Skulk, Sorcerer, Squire, Swamp Hag, Territory, Torturer, Town Crier, Trade, Trader, Trading Post, Treasure Chest, Treasure Hunter, Treasure Map, Triumph, Tunnel, Vagrant, Way of the Camel, Way of the Worm, Wayfarer, Weaver, Wedding, Wild Hunt, Windfall, Witch, Witch's Hut, Young Witch

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