Dominion Strategy Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - sumrex

Filter to certain boards:

Pages: [1] 2 3
1
Weekly Design Contest / Re: Weekly Design Contest #213: GREEN
« on: March 16, 2024, 06:00:54 am »
Indeed, does it need a wording update or is it fine as is?

I think this needs a non-Victory restriction. Province gaining without much of a cost or downside is dubious.

I think sumrex's intent is that it gains multiple cards costing up to $4 each, not one card of increasingly higher max cost.

2
Weekly Design Contest / Re: Weekly Design Contest #213: GREEN
« on: March 15, 2024, 09:43:36 am »
Factory of Mass Production
Night/Victory 6$

Gain cards costing up to 4$ equal to the ammount of cards costing 5$ or more you gained this turn.
Worth 1 Per 4 Cards in your deck costing 4 or less.

3
Construct
Action 5$

Reveal the top 3 cards from your deck. Play any action cards among them in any order and add the rest to your hand. Then look through your discard pile. You may put a card from it onto your deck.

4
Posologist / Apothecary
2P

+2 Actions
+1 Buy
Reveal the top 4 cards of your deck. Put the Posologists and Silvers into your hand. Put the rest back in any order.
 
A spin on a well beloved classic. Gets you a whole ton of silvers and even itself, with the buy that this needs, but you rely on silvers, it doesnt have potion support, it isnt a cantrip and so i think it wouldnt work as a standalone piece in bm.

5
Weekly Design Contest / Re: Weekly Design Contest #204: Count up!
« on: November 12, 2023, 07:00:09 am »
Poor Midas/ Action/ 4$
+1 Action
Trash up to 6 cards from your hand. For each 2 cards trashed, gain a copper.

6
Weekly Design Contest / Re: Weekly Design Contest #200: Do What You Love
« on: September 30, 2023, 10:58:55 am »
Love Potion P
Treasure/ Attack
+1 Buy
You may discard any number of Treasures, for 2$ each. Then, for each discarded card do this:
If you discarded a:
Potion, each opponent discards down to 3 cards.
Gold: Gain a card costin up to 5P


Setup: Add an extra Kingdom card pile costing P or more to the Supply.

Alchemy is my favourite Expansion, and i wanted a card that worked with a lot of alchemy cards. Some synergies:
Transmute gains a early gold you can easily discard,
for Vineyard you can gain a whole lot of actions quickly
Philosophers stone: Gives a Buy and more cards in the discard pile
Possession: Yeah no.

7
Defenseless attack 2$
+1 buy
Each other player with at least 4 cards in hand discards 1 of them.
The first time you gain a card costing at least 5 this turn, trash 2 differently named cards from your hand.

You attack the other players, but if you then also loot their kingdoms, by the time you return barbarians or so have already destroyed everything at home. To get to 7 you really need some great luck or a good deck, holding coppers in your hand at that time makes it even harder. The wording is also designed so in multiplayer games you arent as sad if another player already bought it before you. Feedback appreciated!

(oh shit didnt know it was already over lol)

8
Ghoul 5$ Action-Command
If you have played a Zombie this turn, +3 cards and +1 buy.
Otherwise, Choose 1: Choose 2 face up Zombie cards in the trash. Play them in any order, leaving them there OR Choose 1 face up Zombie cards in the trash. Play it twice, leaving it there.

Setup: Put the 3 Zombies into the trash.


A different take on necromancer which only eats a single zombie this turn, but then can make a long distance to the next graveyard for the next turn. It also technically has a setup, even when it doesnt matter in most games. Because this can only play zombies, robbin the graves will let the ghoul die out, so it can lead to some very interesting decision making. You normally want at least one because the first is a super lost city, but that strategy is as fragile as having crossroads being your only village...

9
Wheat 5$ Treasure
+2 $
+1 buy

If this card is discarded, except during clean-up, reveal the top 2 cards of your deck, then discard them. +1 coffer per differently named card revealed.

Obvious synergy with harvest is obvious, but its also a neat consolation price if you get hit with a knight that tries to rob your crop. Its a bit like spices, but of course this can trigger more often, even if under more specific conditions.

10
I think that card technically starts with an A for Action

It probably doesn’t need the +2 Actions, since it has a way of providing Villagers.

It either needs the Duration type, or it needs to say “the next time… this turn”

It should also probably have a way to trash cards, in case there is none in the kingdom.  Fortunately trash starts with “T”

Thanks, I didn't realise keywords counted. I really didn't want it to interact with itself and making it a trasher would make tmute obsolete. So it can activate on itself now, but that is a pretty meh option. And I mean even trail doesn't have a partner in all games, so without anything else it just gives unlimited buys.

11
Transformation
Action P
The first time you would gain a card this turn, except by buying it, you may trash it.
The next time you trash either a action, treasure or victory card this turn, do the following.
Action: +5$
Treasure: You may discard a action from your hand for +3VP
Victory: +3 Villagers

This turn, if you gain a card not costing 0: +1 buy

Of course interacts with transmute. It gives always the benefit that transmute does not give and interacts with the fact that transmute gains cards. If you already have excess transmutes when trashing a treasure, just discard it for vp. The terminal nature isnt really a problem anymore because its a village that also gives villagers. The potion isnt that big of a deal because this costs potion too and you want both. And of course you dont need to waste buys for transmutes because you will have A LOT of them.
Feedback is appreciated!

12


Goes nicely with Wishing Well or Mystic. The same cannot be said for Menagerie or Harvest. Especially good for in-person games where you say every card's name out loud as you play it.

Very cool, but I honestly think a "All actions are ALSO named Monica would be cool, otherwise it kills other combos that rely on names."

13
Enforcer 5$ Action-Command
+1 buy
The player to your left reveals their hand, you choose a non-command, non-duration action or treasure among those and play it, leaving it there.

Based off the X-Com games, a turn based strategy game series. In the game you take the abilities of your alien opponents to make your squad better and more versiltile. Just like that, enforcer is very weak by itself but gains strenght form the opponent. 5 is ok i think because band of misfits gives you choices of more cards, but they will maybe be less powerful.

14
Gate Guardian/ Action /3, 2d
Exile 2 non- victory cards from your hand, then do the following, depending on the total cost:
0: Gain a copper
1-4: +1$, +1 Buy
More: +3$, +2 Buys
Per Potion: Gain a Card costing up to 5

A beggar comes into town? Here you go poor man, get a copper. The bigger your trades are, the easier you come through the gates of the town.
Of course this would come in a expansion that also has potion cards so it can be reliable triggered. Its a very bad copper thinner, but if you find combos for that it can be great! You can always open with it, but then not buy anything else this turn, so is it worth it?
Feedback would be appreciated, its a bit hard to balance these kinds of stuff.

15
Weekly Design Contest / Re: Weekly Design Contest #188: Make a Wish
« on: May 29, 2023, 06:49:10 am »
This is too good. Figurine compensates for the disadvantages of being a TreasureLab by converting dead Actions into Pouches.
This offers flexibility and is always at least a nonterminal Workshop which is better than Figurine‘s extra.

You are right, thanks. I changed it up quite a bit, even tho it might be a bit too weak now. But we will see.

16
Weekly Design Contest / Re: Weekly Design Contest #188: Make a Wish
« on: May 28, 2023, 10:49:10 am »
End of the Road 2P
Action- Treasure
+2 Cards
Once this turn, when you play a treasure or night card: you may reveal your hand, then use the following effects, depending on how many unique cards are in it:
0: Gain a Action costing up to 5
1-3: Gain a Gold
4-6: Gain 2 Cards costing up to 4
7: Gain a Wish

This brings a lot of interesting choices, of course the best effects are the hardest to get. You can use it as a action or treasure, so you arent really dependign that much on village support. Let me know whaat you think, i think this concept is pretty hard to balance.

17
Laidback Life $3
Now and at the start of your next 2 turns:
+1 Action
+1$

Maybe very simple, but sometimes simple is all you need.

18
Pleasure of Dionysos
4P
Treasure/ Victory

When you play this from your hand, reveal cards from the top of your deck until you reveal another Pleasure of Dionysos, then play that card.
+1$ for every Pleasure of Dionysos you have in play.
-----------------------
Worth 2 per 5 Victory cards you have, except Pleasure of Dionysos.

The cost is so you cannot just spam them. And this absolutely encourages to get more than one potion, but how can you then make the cost work? Also you cannot buy other things with potion probably...

Just to confirm how you want this to play, do you want the "+1$ for every Pleasure of Dionysos you have in play" to trigger after both are in play, so each will be worth $2 if you have two in play?

Yes, that was the intend. Otherwise the on-play would be quote weak, especially for such a cost. Keeper in mind the second copy doesn't search another, so both copies would be only a silver.

19
Potion cost could make quadratic scoring OK. I seriously doubt it though. Winning the split will be fairly random no matter what and 5 vs. 3 leads to a difference of 16VPs instead of 12 like in the case of Provinces.

You are absolutely right, i changed it up quite a bit. Thanks for the feedback!

20
Pleasure of Dionysos
4P
Treasure/ Victory

When you play this from your hand, reveal cards from the top of your deck until you reveal another Pleasure of Dionysos, then play that card.
+1$ for every Pleasure of Dionysos you have in play.
-----------------------
Worth 2 per 5 Victory cards you have, except Pleasure of Dionysos.

The cost is so you cannot just spam them. And this absolutely encourages to get more than one potion, but how can you then make the cost work? Also you cannot buy other things with potion probably...
Flavourwise is of course wie the Pleasure of this god, so like vineyards it costs potion and the scoring is depending on a specific card type.

21
Good thing you said anything goes for the thing that makes the loot.

Manifestation of Will
2$
Night/Duration
At the start of your next turn: +1$, +1 buy
During your next turn, if you gain 3 cards with different names as each other, gain a Loot.

Rain of Fortune
7$
Treasure/Loot
You may reveal up to 3 Treasures in your hand. +$ equal to the $ they would produce.


22
Dominion General Discussion / Re: Potion in the base set
« on: January 28, 2023, 12:53:50 pm »
1) A second resource like Potion is too complex for the Base game.
2) Why do people always want to mitigate the downside of Potions somehow via tokens or extra Buys or whatever? It is not as if the official Potion cards, except for Transmute and Philosopher Stone, are particularly weak. The trick of Potion cards has always been to make them strong enough to compensate for the downside of Potions.

No need to mess with something that works perfectly fine.

I didnt say it needed fixing, I was suggesting something that would make potion even better. I love alchemy, that's why I thought about something that could expand the idea beyond just making more potion costing cards.

23
Dominion General Discussion / Re: Potion in the base set
« on: January 28, 2023, 10:48:28 am »
When Alchemy was previewed but not yet released, I was actually worried Potion would be in every game. Why? Swindler.

That is actually funny, didnt think of that. Your insights are always very interesting!

24
Dominion General Discussion / Re: Potion in the base set
« on: January 28, 2023, 10:33:23 am »
countercounterpoint: Gardens is in base. Alt-vp is already an extramechanic (pilesize etc).

I like your counterhottake. But i dont think potion costing 4 is a problem. The +buy is cool tho, even when it could be just a on-gain of the potion cards.

25
Dominion General Discussion / Potion in the base set
« on: January 28, 2023, 10:04:35 am »
So after my last hot takes i present an idea i am really convinced of. Potion should have been in the main set and always out, like curse. Like curse you wouldnt buy it if there were no interactions, but if there are why not. BUT it should not give potion to spend like now, but instead a potion token. You could use that to buy potion cards (which would make cards that cost multiple potions possible). Also with that you could make cards like "spend a potion token for +3 cards +1 action" or so that dont cost potion. The design space would be unlimited. It would make potion way less swingy and every expansion could have a bit of potion in it.

Pages: [1] 2 3

Page created in 0.046 seconds with 18 queries.