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Messages - NoMoreFun

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1
I do not get the below the line stuff. Alice gains a Silver in T1, Urban Farm triggers but nobody has any Urban Farm in Hand (unless Inherited).
That's correct, there will only be a finite number of times the below the line can be triggered in a given game.

2
Urban Farm
Action/Duration/Reaction - $5
+2 Cards
Set aside any number of differently named Action or Treasure cards from your hand. At the start of your next turn, play them in any order.
______
When you gain a card that has not yet been gained by anyone this game, you may play this from your hand.

3
Weekly Design Contest / Re: Weekly Design Contest #213: GREEN
« on: March 14, 2024, 06:54:55 pm »
Forsaken Lands
Victory - $4
Worth 5VP if you have at least as many Curses as Forsaken Lands. Otherwise, worth 2VP.

4
Patisserie
Action - $3
+1 Card
+1 Action
At the start of Clean-up, if you didn't spend any Coffers this turn, +1 Coffers

5
Variants and Fan Cards / Re: Revised versions of published cards
« on: February 18, 2024, 10:03:52 pm »
Working on a Dark Ages 2nd edition for my own amusement. I didn't get rid of Rats but I changed it subtly, and now it has a normal 10 card supply pile (freeing up some space). Now there's a way to trash Rats even in a game without any other trashers (thematically, the Rats starve and die once there's nothing for them to eat). The returning to pile means the Rats are always there.




6
Puzzles and Challenges / Re: The Ultimate Legal Fairground
« on: February 18, 2024, 06:08:04 am »
Now with Allies, Fairgrounds can be worth 26VP.

Basic Supply (with Platinum and Colony) - 9
Shelters - 3
Young Witch - 1  (it's a free 11th pile)

We have 10 kingdom cards to fill.  One must be Fairgrounds.  That leaves 9.

Fairgrounds - 1
Knights - 10
Castles - 8
Marauder/Ruins/Spoils - 7
Tournament/Prizes - 6
Page/Travelers - 5
Peasant/Travelers - 5
Exorcist/Spirits - 4
Town Crier/Blacksmith/Miller/Elder - 4
Student/Conjurer/Sorcerer/Lich - 4

Total: 67 unique cards.  Is it possible to add 70th card without Landscapes?

With landscapes you can add Loot[e.g. Looting] (15 more uniques) and Horses [e.g. Ride] for 83 unique cards. Only 81 without Colony/Platinum , which as Holger pointed out wouldn't pop up without a card from Prosperity. Either way, 32 point Fairgrounds.

Without landscapes you would want to swap one of the rotating piles for a Loot gainer

7


Amazing design. Interestingly it wouldn't necessarily be stronger if it cost $3 - as using a Marina on itself would only give you 1 Action in that instance. Kind of like the card Improve.

8


Midas Touch
Action - $4
+1 Card
+1 Buy
+2 Actions
For the rest of this turn, each time you would get +Actions, get +$ instead

Rules clarifications (based on my understanding of the rules):
  • After you play a Midas touch, Villagers essentially become Coffers (you spend a villager to get +1 Action, but because of Midas touch you get +$1 instead
  • If you play Snowy Village, then Midas Touch (Ignoring the +2 Actions), then play a card that usually gives +Actions (or spend a Villager), you don't get any $ (as you've "ignored" the +Action instruction).
  • Midas Touch does not become a Treasure when you buy Capitalism (it doesn't have a +$ "amount"), nor do any other cards with +Actions but not +$

Edit: Added mock up and adjusted wording

9
Dominion General Discussion / Re: Cornucopia & Guilds 2E
« on: February 11, 2024, 06:49:41 pm »
I would axe:
Fortune Teller (digging mechanic that's often a card by card Chancellor for your opponents + irritating+ weak)
Harvest (weak)
Tournament (Swingy)
Hunting Party (annoying IRL + too strong)
Young Witch (Early game cursers aren't fun)
Masterpiece (Done better by Events, waste of a kingdom slot)
Doctor (too unreliable and swingy)
Taxman (Not very strong and slows down early game)

5 prizes and 7 Guilds blanks together open up another card slot.

10
Dominion General Discussion / Re: Interview with Donald X.
« on: February 04, 2024, 03:49:49 am »
Did you consider making the 2nd editions that came out last year into 400 or 500 card expansions?

Similarly did you consider putting Durations into Prosperity or Hinterlands? Or landscapes into any of them?

What's your latest thinking on how you decide how many cards to put in an expansion?

11
Drunken Sailor
Action/Duration - $3
+$2
+1 Action
Set aside an Action from your hand (or reveal a hand with none). At the start of your next turn, play it.

12
If I'm taking things very seriously, Attacks/trashing/+buy/villages, and just cards I know to be good (AdamH's list is a good starting point, available here).

Then I see if any cards go nicely together. If there's an interaction that isn't immediately obvious that I notice, there's a chance my opponent didn't and that may give me the edge to win the game.

In general though I just look for what I think will be a good opening. I had a pretty good working knowledge of what the strong openings were back in the Isotropic days and the habit never left me. It's more of a cursory glance at the rest of the kingdom with the above in mind than a proper checklist. I'm more likely to go through the above process waiting between turns than at the beginning, and my opponents choices often spur on thinking. Not even sure I play that much better when I spend a long time looking at the kingdom before buying my first card (that's not advice, that's just my experience).

13
Variants and Fan Cards / Re: Revised versions of published cards
« on: January 26, 2024, 07:23:04 am »
I think it's simpler and more fun this way, particularly in games with Night cards.

Farming Village
Action - $4
+2 Actions
Reveal cards from your deck until you reveal an Action or Treasure, then put all of the revealed cards into your hand.

14
Variants and Fan Cards / Re: Revised versions of published cards
« on: January 24, 2024, 07:46:16 pm »
I'm hoping if there's a Guilds 3rd edition (with or without other expansions mixed in), it will have events.

As a pure space saver:

"Masterpiece"
Event - $3+
Gain a Copper and set it aside. Put it into your hand at end of turn.
_____________
Overpay: Gain a Silver per $1 overpaid

I'm not personally a fan of Doctor - way too luck based early game and the overpay is clunky. But I like the premise of overpay for deck filtering.

"Doctor"
Event - $3+
Gain a card costing up to $5. Each other player gets +1 Coffers
_______
Overpay: Reveal a card from the top of your deck per $1 overpaid. Trash or discard any number of them.


15
Ferry Token
Treasure/Duration - $3
+1 Buy
+$3
The next time your Journey token is face up at the start of your turn, +2 Cards and return this to its pile.
____________
When you gain this, turn over your Journey token (it starts face up)

16
Profiteer
Action/Reaction - $5
Gain a Spoils, then you may play an Action or Treasure from your discard pile.
_________
When you gain or trash a card, you may reveal this from your hand, to exchange the card for a Spoils

Edit: An earlier version was called "Alcove" and cost $3. The card has been changed to $5

17
Weekly Design Contest / Re: Weekly Design Contest #207: Vanilla on the Side
« on: December 19, 2023, 08:37:41 pm »
Horse Lord
Action - $5
You may play an Action from your hand twice. If you didn't, Gain 2 Horses.

EDIT: Mock up below, produced after contest closure


18
Going to go with Duchy Dance Academy for the win. It's nicely self contained to the endgame of the game you're in and the opening of the new game and (as indicated by the name) is a card you might be buying anyway, but now with an interesting twist.

Attic is the runner up. I like the idea that at a certain point you start thinking about what you want to put in the attic for the next game. I didn't imagine that you'd have kingdom cards across games but I don't see it being particularly hard to track. My issue with it is it messes with the opening a bit too much as it's not that much of an impost to put several very good cards in the Attic towards the end of the game that can make an enormous difference for several turns, and if you put enough cards there you can also use it for exile/trashing early game. So maybe a bit too game warping - but I can't rule out that being game warping in a fun way.

On the other hand, while I like the theme of Ozymandias statue (it's what I had in mind - that there's a small lingering legacy from the previous game), I don't think this mechanic is the one to make quadratic VP work. If you lose the split 5/3 it's a 16VP gap, but even with 3 ruinses on top you still have a pretty bad starting hand in the next game that will be hard to overcome. I also am not a fan of mechanics that slow down the early game or slogs, which is what this card sets you up for.

19
24 Hour Warning

20
Variants and Fan Cards / Fan Card Mechanics Week 79: We are our memories
« on: December 08, 2023, 04:56:26 pm »
Now suggesting a fan mechanic that is also a "variant" (in the Variants and Fan Cards forum). If something has the Memory type, it impacts the game after the game you're playing.

Rulebook:
  • At the end of the game, after scoring, set aside cards with a Memory type onto your Memory mat. During your next game, these remain there for tracking and will have some sort of effect.
  • Once a Memory no longer can have any effect, if that card isn't in the Kingdom, return it to the box.
  • If you are playing games with "Memory" cards in them, to win over-all, you must be the first player to win 2 games (e.g. "Best of 3" between 2 players).
  • Do not include the same Memory card in the Kingdom in consecutive games.
  • If each player playing has won precisely one game, then do not include any Memory cards in the final Kingdom (e.g. the 3rd game in a best of 3 between 2 players).
  • In general, Memory Cards are like Victory cards and you get the Memory effect for having them in your deck. However you can put "If this was in play at the game's end" on Duration/Memory cards if you want them to be activated by playing a card.
  • Memory/Reserve cards can be "Called" from Memory as if they were on the Tavern Mat (and the Tavern Mat does not need to be referenced at all) and can enter play. They are then returned to the box at the end of the last turn where they have an effect.
  • Memory cards may impact your score at the end of the next game, but don't enter your deck for the purposes of Gardens etc. (this is so you can write rules around a card being "in your deck" at the end of the game, and simplify the setting aside process).

Other notes:
I thought the mechanic would be a good idea given that you can find yourself in a largely unwinnable position in Dominion. With "memories" you may be able to set up the next game in your favour as a consolation. But this can lead to games becoming slogs if not careful as players pursue next game advantage instead of leading the current game a conclusion state. As such I think cards with both a "this game" and "next game" effect will be better than cards that exclusively have a "next game" effect, but I'm not ruling out the latter.

This mechanic will lend itself to complexity, and I was thinking of setting a limit for how many Memory cards can be in the kingdom, but I'm not sure what a good limit would be. But try to think about the complexity of tracking as you design the card. As such I am imagining the mechanic applying exclusively to "cards" (not Landscapes). I'm open to Landscapes but you may need to explain the tracking in your submission.

Examples

Mock ups are done with a Primary Colour of 0,0.4,0 (thanks grrgrrgrr).



21
Variants and Fan Cards / Re: Fan Card Mechanics Week 78: He Who Remains
« on: December 08, 2023, 04:22:04 pm »
Thank you, next competition will be up soon.

22
Weekly Design Contest / Re: Weekly Design Contest #206: Evolution
« on: December 06, 2023, 05:22:41 am »


Musician
Action - $5
Choose one: Gain a Musician; or +1 Card for every 2 cards (rounded down) in the Musician pile, and you may return this to its pile for +2 Actions.

23
That's probably right, just seems like something stronger is implied by "You Must".

Rulebook I think would be: "If you can't buy cards, or if there aren't any cards you can buy, you can proceed to your clean up phase. This is still the case if you do something in your Buy phase that causes you to be unable to buy cards (e.g. buy a card costing Debt that you don't pay off)."

24
The answer to your question is the same as the answer to the question: „what happens when you play Forager while having no cards in your hand?“.

There is still a problem. If you have $5 and 2 buys, and those piles are empty, are you allowed to buy a Duchy then claim you can't use all your buys, even though you could have bought a  Silver and an Estate? This will actually come up on games with Debt - can you buy Overlord and then nothing or do you have to gain a copper first. What about Mission?

I think "If you can buy cards, and there are cards in the supply costing up to the $ you have, you must spend  all your buys"  covers the edge cases.

25
Variants and Fan Cards / Re: Fan Card Mechanics Week 78: He Who Remains
« on: November 23, 2023, 10:22:20 pm »
City Square
Action/Remain - $4
+2 Cards
+2 Actions
At the end of your buy phase, +1 Remain per Action you have.

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