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Topics - Rush_Clasic

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1
Been a while since I posted or designed anything Dominion-oriented. I just got to play the last four or so sets for the first time, so I'm a bit behind the curve. Felt like designing a few things with no real goal in mind. Gonna number them since I already have everything else I've designed saved here on the forums.

#49 - Pit Stop

Pit Stop - $2
Action
+2 Actions
During your Buy phase: +1 Buy per unused Action you have.
At the start of your Buy phase: Convert all of your unused Actions into Buys.

It's fun making cheap Villages, and I've always liked Diadem as a design. This felt like a good, simple way to use that idea. I'll post more in this thread later as I clean them up. EDIT: Changed the wording to detract from TR/KC combos giving an overwhleming number of buys. It's not a huge issue, but this gives enough buys as is; no need to go over the top.


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Variants and Fan Cards / Fun with Setup
« on: December 02, 2017, 02:08:44 am »
The setup mechanic is a fun way to craft outlandish ideas onto cards. From Young Witch to the variety of Landmarks, it attacks Dominion design in bigger, bolder ways than your standard Village variant.

So, show me some fun designs utilizing a setup mechanic.

Compass - $4
Treasure
+$2
You may buy cards from the trash this turn.
-----
Setup: Put one of each Victory card in the trash.

3
Variants and Fan Cards / CC #49: Orchard
« on: April 29, 2014, 02:16:25 pm »
Orchard - 4
Victory
Worth VP equal to the most common cost in coins among cards in your deck. If two or more costs are tied for most common, use the highest cost.



While the usual critiques are more than welcome, I'm mostly posting this card to gauge how comprehensible it is. So, here's a little quiz.



1. Your deck consists of 8 Orchards, 8 Estates, and 8 Coppers. What is each Orchard worth?
2. Your deck consists of 8 Orchards, 5 Duchies, and 5 Laboratories. What is each Orchard worth?
3. Your deck consists of 4 Orchards, 4 Estates, 3 Copper, 2 Curses, and 1 Scrying Pool. What is each Orchard worth?
4. Your deck consists of 4 Orchards, 4 Coppers, and 1 Transmute. What is each Orchard worth?

Feel free to answer or just discuss the card in general. As I stated, I'm a little more interested in understandability than relative strength.

4
Variants and Fan Cards / CC #48: Stockholder
« on: April 24, 2014, 02:48:20 pm »
Stockholder - $5
Action
+3 Cards
You may put any number of cards from your hand on top of your deck.



Haven't posted a card in over a year. Been busy designing other games and all that jazz. My friend and I were discussing ideas like this the other night. It started as a convoluted top-decking treasure that worked during your buy-phase and put exactly 5 cards back, but after theory-crafting and talking it through, it seems better as a card-drawing action, and the need for a limit of top-decking seems unnecessary. Mostly this card just sets up your next hand when you get terminal collision or have excess treasure. There are a few cute things you can do with it (Tunnel + Venture), but I haven't found much in the way of flagrant abuse. Anyway, it interested me enough to post. Critique away.

5
Dominion Articles / Combo: Candlestick Maker/Counting House
« on: March 22, 2014, 07:24:14 pm »
There are a ton of $2 cards in this game that throw a small amount of support toward Counting House, but few of them actually make it a competitive card. Candlestick Maker is an exception.

Candlestick Maker provides just about everything you could want for a Counting House deck: extra buys, non-terminal, and a way to hit important spending amounts later on. The ability to fill your deck with extra Copper and more CMs while saving up for multiple Counting Houses gives this slick little $2 card the power to make a fully functioning menace come later turns.

CM/CH is a numbers game. Your goal is to get a mixture of 8 - 12 Copper, 4 - 6 CMs, 4 - 6 CHs in your deck, and perhaps a Province or two by turn 11. Starting turn 12, you can spend 5 or 6 turns just buying points every turn.

You really want to delay your third shuffle with this deck. If you can buy 5 cards in the first 5 turns, that'll add another turn before that reshuffle, with the possibility of a good CH turn on the back-end. Early turns in the shuffle, you should spend your extra buys on Copper since they'll get caught-up with any late CHs you draw. The later in the reshuffle, the more willingly you can spend tokens on CHs and other CMs. You'd really like to have at least 5 CHs going down the stretch so that the possibility of having one every hand after the 4th reshuffle is more likely.

I'll try to get so games up here so there's a visual, but I've done well with this deck in both Province games and Colony games. Candlestick Maker really does everything you want for Counting House, save making it more reliable on the reshuffle. I haven't tried mixing in other cards as the kingdoms didn't seem good for it, but I imagine sifters like Warehouse would work well.

6
Variants and Fan Cards / Clasic_Cards #48 - Tower
« on: January 29, 2013, 02:36:49 am »
Previous version:

Tower $4
Action - Reaction
+$2
+1 Buy
-----
Whenever a player buys a card, you may reveal this from your hand. If you do, that player puts that card on top of his deck.


Tower $4
Action - Reaction
+$2
+1 Buy
-----
Whenever a player gains a card during a buy phase, you may reveal this from your hand. If you do, that player puts that card on top of his deck.

  • #48
  • I'm always on the lookout for an interesting interaction card. One of the features I take issue with in Dominion is the lack of direct interaction at times. It isn't the biggest issue; I enjoy that the game has a pace and flow to it, and attacks and reactions in general offer the ability to affect the opposition. The balance is important to keep. I just think there's room for more such connections.
  • This card originally triggered on gaining cards at any time, to facilitate Workshop effects and Curse attacks and so on. I felt at the time that the process of gaining a card was enough of a turn stop itself for the reaction not to matter. But after a bit of discussion with peers, it seems that's not the case, especially with players quite familiar with the game. So I changed it to buying, which is easy enough to handle and doesn't feel like such an interruption. As is, its mostly a semi-Royal Seal for you and a green hater on the opposition.

7
Variants and Fan Cards / Clasic_Cards #47 - Dividends
« on: January 14, 2013, 06:24:04 am »
Dividends $7
Treasure
When you play this, its worth $1 per different cost among cards you have in play.



  • #47
  • Quite possibly a card that's been posted before. Cards that care about costs could work as a neat set theme, and would be an easy way to slip potions into a big set without them feeling out of place.
  • I cost this the same as Bank because it seems just as strong. The both have their own boons and faults, but I imagine this can be a powerhouse, hence it's big price tag.

8
Variants and Fan Cards / Clasic_Cards #46 - Peacekeeper
« on: October 15, 2012, 03:06:48 am »
Peacekeeper (3)
Action - Reaction
+2 Cards
If no Attack cards are in the Supply:
+1 Card
Discard a card.
-----
Whenever another player plays an Attack card, you may set this aside from your hand revealed and trash a copy of that card from the Supply. If you do, you are unaffected by that Attack. At the start of this turn's Clean-up, return this to your hand.



  • War. What is it good for? Absolutely nothing!
  • The story of this card came about in a rather reverse order. Considering Young Witch, it seems you could make a similar design that includes an actual Reaction card in the Kingdom rather than turning another card into one. The opposite seems just as true: a Reaction card can utilize the fun setup idea by including a random Attack card in the Kingdom. While I think both ideas are worthwhile, this brainstorming really made me want to design a Reaction card that got better when no Attacks were around. Thus, Peacekeeper.
  • This was a tricky card to balance. It needs to be sufficient whether attack cards are in the Kingdom or not, because that's its design goal. Making it a bigger Moat with a few quirks handled a lot of the design issues... I think.

9
Variants and Fan Cards / Clasic_Cards #45: Inventor
« on: September 28, 2012, 02:40:39 pm »
Inventor (4)
Action - Looter
$2
Gain a Ruins and attach it to the Randomizer card of any Action in the Supply. Trash any other Ruins already attached to that card. Whenever a player plays a copy of that card, he also gets the effects of the attached Ruins.



  • This came up when I was brainstorming reactions for reaction week. I sort of became fixated with the idea, and finally decided to strip it down to the basics of what I wanted it to do. I have more reaction ideas, but this thing has been nagging me and I needed to get it out.
  • Originally, this started out with "Modifier cards" that were mostly the same as the Ruins, except instead of Survivors I had a trashing card. I went through a lot of versions of this design. I think it's potentially harmful: making Smithy into a super-Laboratory seems scary, for instance. But the duality and the ability to change what Ruins is attached makes me think it could possibly work. There was also a time where the Modifiers had a postive and negative ability, and another instance where there were just two piles of Modifiers, postitive and negative, and where you chose the good affect to attach and the player on your left chose the bad one. That idea had some merit, but was difficult to do simplistically. Stumbling onto using Ruins was a nice idea that solved a lot of problems (though I'm not sure it solves all of them).
  • The trigger effect gets you the Ruins benefits before the card you played resolves. That is, you do the Ruins first. If that isn't clear, I'll need to weasel out just why.

10
Assembly Line (4)
Action - Reaction
Gain a card costing up to $4.
-----
Whenever a player plays an Action card, you may reveal this card from your hand and discard a copy of that Action card from your hand. If you do: +2 Cards.



  • #42 - Assembly Line
  • I decided to start by trying a strong theme mixed with an event reactions haven't yet reacted to (well, at least not like this). Playing any action card is definitely a bit too much to allow reactions to, but the limiting factor helps to keep it from getting too ridiculous, as does the facts that you won't always want to use it. I suppose that extra bit of thought might slow the game down, but hopefully not too noticeably.
  • I initially wanted to make this fight off attacks in some fashion. It still can in a manner of speaking, but not so obviously. Reactions have shown that they really just want to add some interaction into the game, and the more interesting ones allow for self-combinations.
  • I intended for the ability to reveal this card multiple times on the same trigger. I don't think it'd be too strong, but y'all know I've been wrong before.
  • I'd love to hear what problems you foresee with this card. I've been brainstorming them for the better part of this last hour.

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Reserve (4)
Victory
4VP
-----
When you gain this, trash it unless you spent only $ produced by Copper to buy it.


Reserve (4)
Victory
4VP
-----
You can't gain this unless you buy it spending $ produced by Copper and nothing else.



  • #38 - Reserve
  • I love Copper interactions! It's one of the weakest cards in the game, yet it facilitates so much, and since it's your starting income, it's a great candidate for building cards around.
  • This started as "Spend only $ produced by Copper to buy this", but I really didn't want people gaining it through Remodel shenanigans. There were a lot of wordy and ugly ways to write it up, but this way seems succinctly understandable.
  • Figuring out the best cost-to-VP ratio was a bit tough on this. At 4VP for $4, it threatens the validity of Duchy a bit, but the drawback seems real enough. If it isn't, raising the cost is a simple fix.
  • Is tracking where your coins came from annoying? It can be if a lot of things care about it. One card isn't bad, but multiples could be. I wouldn't expand too much on this mechanical idea.

12
The traffic on these forums is a little low for me to be posting a new thread every day. I was hoping they wouldn't clog up the front page, but they've done so enough to have attention brought upon that fact. I still want to post cards regularly, and I still desire as much feedback as possible, so I'm switching to a weekly thread... with a theme! This week, in celebration of Dark Ages, is Trash Week. All the cards will be looking at different aspects that trashing brings to the game. I'll update the thread title as I move along.



Groves (4)
Victory
Worth 2VP plus an additional 2VP if more Victory cards are in the Trash pile than any other card type.
-----
When you buy this, trash a card from your hand.



  • #34 - Groves
  • A version of this was being worked on for the "One-Shot" contest, but it had some ugly features, namely needing to be an Action card. I didn't want to force it into those constraints, since having another card type ruins the effect of this card quite handily.
  • I'm not sure how well defined the card types are in Dominion. Are there four, or do Durations and Reactions and such count? I haven't read anywhere that declares what the separation actually is. Only the base four can exist on cards by their lonesome, but that doesn't mean that the others aren't defined the same. I'd like to think that they are "determiners" or "sub-types", and that's how I intend to treat the playing of this card unless that fact is noted otherwise. This doesn't change how the card is played, really, but it's something to consider.
  • One of my favorite features about this card is how it influences play. There will be games where you just can't out-trash your opposition, but sometimes its a race to set this card's value. That facet of play interests me greatly.

13
Variants and Fan Cards / Clasic_Cards #33 - Senator
« on: August 23, 2012, 02:46:54 pm »
Senator (5)
Action - Attack
+3 Cards
Each other player in turn order names a set-aside Randomizer card and puts it on their senator mat. If a player can't, they name one from your senator mat instead.
-----
Setup: For each card in the Supply, start the game with its Randomizer card set aside. Players can't buy cards that share a name with any card on their senator mat.


Senator #2 (5)
Action - Attack
+3 Cards
Each other player in turn order names a set-aside Randomizer card and puts it on their senator mat. If a player can't, they name one from your senator mat instead.
-----
Setup: For each card in the Supply, start the game with its Randomizer card set aside. Cards that share a name with any card on a player's senator mat cost that player $2 more to buy.



  • Legislation: often more of a hindrance than a boon!
  • This card came about from a bit of analytic work. I was thinking about the nature of attack cards overall. Because they're played on your turn, there has been a limit of what they can do: discard, deck, and curse. Donald X. has been good about expanding these areas and making cards that feel very different from each other, and he's even found some cards that live a bit outside of those described realms (Ambassador, Jester, and the new looters being the most interesting examples). This is my attempt to live outside those confines as well, turning Contraband into an attack.
  • Every game of Dominion starts with at least 17 different cards in the supply, meaning this attack in a 4 player game will have to be played 6 times to hand out all the Randomizer cards. That seemed a bit quick to me in regards to shutting down a player from Provinces, so I added the escape clause to ensure a way to get rid of cards on a player's mat. For this reason, I also limited it to buying rather than gaining. (The curse card is gonna be the first taken, anyway; no need to add a benefit to that fact.) EDIT: This isn't as big a concern with the new "taxing" version, but the pass effect still has nice nuances.
  • I've gone through a lot of wordings on this. There are a myriad of ways to approach it. I come from the technical background of Magic, which makes me prone to not overuse short-cuts, but if you see a prettier way to word this, let me know,

14
Variants and Fan Cards / Clasic_Cards #32 - Investor
« on: August 22, 2012, 04:53:49 pm »
Investor (3)
Action
+2 Cards
If you discard 2 or more cards from your hand during this turn's Clean-up phase: +1 VP.



  • Sometimes, holding back from big spending rakes bigger profits in the end.
  • I'm quite intrigued by the idea of buying smaller items. This is one of the ideas I had that might influence you to hold back a Copper or two. It also works well with small Victory cards and other terminal Actions.
  • I considered costing this at 2, and that could still be correct. Compared to Monument, this can be a bit weak.
  • You discard cards from your hand at the same time you discard cards from play. Someone could suggest that the wording doesn't work, but its very intuitive like this.

15
Variants and Fan Cards / Clasic_Cards #31 - Overflowing Landfill
« on: August 21, 2012, 03:29:42 pm »
Overflowing Landfill (3)
Victory
2VP
-----
When you buy this, name a card and put a landfill counter on its Supply pile. Whenever a player would trash a card with that name, put it in that player's discard pile.



  • What do you do when the dump has no more room? Live with your mess, I guess.
  • I've been fascinated with the idea of abilities you wouldn't care to put on actions or treasures. Victory cards are a great place to experiment with these abilities, since they always have an inherent value. Even when trashers aren't in the game, this card can reasonably be purchased.

16
Variants and Fan Cards / Clasic_Cards #30 - King Midas
« on: August 20, 2012, 02:08:03 pm »
King Midas (6)
Action - Legend
+2 Cards
Discard any number of Victory cards: +$2 per discarded card.
-----
When you buy this, name an Action card and put a Midas counter on that card's Kingdom pile. While a Midas counter is on that pile, cards with that name are Treasure cards. When this is returned to the Supply, remove all Midas counters from all Kingdom piles.



  • Rules for Legends:
    - Legends are individual cards, like the prizes that come with Tournament, except that they are directly available to be purchased.
    - Legends don't count as part of the Kingdom; they're included like Colonies--that is, at your leisure. The game won't end as a result of a Legends pile being empty.
    - At the end of your turn, if you have a Legend in play, it gets returned to the supply, even if another card would put it somewhere else (like Scheme).
    - If a Legend gets trashed, instead set it aside and return it to the supply when the current turn ends.
  • I wanted the main ability to be worth playing so a player wouldn't just sit on the card. The buy ability is meant to be abused with terminal coin producers, allowing you to play a bunch of them as treasures instead.
  • I've thought about a lot of the scenarios that could come up because of the type changing ability, and none of them seem mechanically problematic, but I wouldn't be surprised if I missed something huge. Let me know if you see it.

17
Variants and Fan Cards / Clasic_Cards #29 - Viaduct
« on: August 17, 2012, 08:31:14 pm »
Viaduct (5)
Action
+2 Buys
All cards (including cards in players’ hands) cost $1 less this turn per card you've bought this turn, but not less than $0.



  • An intricate system of bridges can take you far!
  • I really want to be told that this is overpowered, but I'm not sure that it is. If so, would +1 Buy still be too good?

18
Variants and Fan Cards / Clasic_Cards #28 - Studio
« on: August 15, 2012, 06:24:42 pm »
Studio (3)
Treasure - Victory
$1
1VP
When you play this, discard the top card of your deck. If its a...
...Treasure card: +$1.
...Victory card: +1VP



  • This was a difficult card to conceptualize. I went with studio because its a property that churns out goods, often to be multiplied into more goods. If you have a better idea, let me hear it.
  • I think it's fine to spam these. It's like Fool's Gold in its effectiveness, though a bit more reliable on getting you somewhere. I swayed between costing it at 4 and 3, but I think it can be reasonable at the lower cost, though a great deal better.
  • This was an idea I didn't quite work out for the dual-type contest. I got it to where I want it finally, but submitted something else instead. Obviously a play on Tribute.

19
Variants and Fan Cards / Clasic_Cards #27 - Blockade
« on: August 14, 2012, 01:52:14 pm »
Blockade (4)
Action - Duration
+2 Cards
At the start of your next turn: +1 Card
-----
While this is in play, whenever a player shuffles their deck, look at the top card of it afterwards. You may have them put that card on the bottom of their deck.



  • This was gonna be my entry for the dual-type contest. Then I reread the rules. :/
  • The "reveal as many times as you like" rule for reactions has been bugging me, design-wise. Now that the rule is ingrained in my brain a bit deeper, I keep coming up with ideas that either don't work or require ugly text to do so. Turns out, though, that just making durations is an easy way to get the effect to work. This started out as a reaction, but is way cleaner as a duration.
  • I thought about making this an Attack and adding "Players may reveal Reaction cards as though you just played this." But that seems needlessly messy. There are cards that mess with players that aren't attacks, and they all seem to be for logistical reasons, so I'm doing the same.
  • EDIT: Changed it from the basic Spy ability to a reverse Pearl Diver, to avoid the infinite reshuffling scenario.

20
Variants and Fan Cards / Clasic_Cards #26 - Plaza
« on: August 13, 2012, 05:43:01 pm »
Plaza (5)
Action
+1 Action
Reveal the top three cards of your deck. If each card revealed has a type the others don't, put all three in your hand. Otherwise, put one in your hand and discard the rest.



  • The plaza is a nice place to go when you're looking for goods. Just as the market gives you a bit of everything, so can the plaza.
  • This card feeds off the diversity theme of Cornucopia. I worded it thus so that you'd draw three cards whether you revealed Estate, Copper, Curse or Spy, Moat, Caravan.
  • This is compares favorably to Laboratory... maybe too favorably, I'm not sure. The weak half of getting just one of the cards is still rather good. Enough so to push this up to 6? Maybe.

21
Variants and Fan Cards / Clasic_Cards #25 - Trust Fund
« on: August 11, 2012, 03:43:48 pm »
Trust Fund (5)
Treasure
$2
-----
When you discard this from play, +1 card per unused buy you have.



  • Spend wisely and your fund can bring you greater profits!
  • I cost this at 5 because the potential abuse seemed that much better than a plain old Silver. I'd look to push it to 6 if that gets obscenely good.
  • Another possible way to weaken it is to just draw 1 card for having any unused buys rather than 1 per. The current card might be too strong with something like Market chains, so it's an option I'm considering. I'd possibly cost it down to 4 at that point.
  • My friend and I are gearing up to make a set. We're thinking of theming it around buys. It's a pretty obvious bit of design space to tackle, but it's a good starting point for a first, big dive into Dominion set creation.

22
Variants and Fan Cards / Clasic_Cards #24 - Factory
« on: August 09, 2012, 10:43:18 pm »
Factory (5)
Action
Choose one: Gain a card costing up to 5; or gain two differently named cards each costing up to 3.



  • Expensive or fast? You choose!
  • I don't know how good that second half is. I thought it might be too good being able to get the same card twice (for pile rushes), so I added the "differently named" clause. It's probably still rather powerful.

23
Variants and Fan Cards / Clasic_Cards #23 - Ghost Town
« on: August 08, 2012, 04:49:14 pm »
Ghost Town (2)
Action - Reaction
+2 Actions
When you discard this from your deck, you may reveal it. If you do, put it in your hand.



  • The well-known ghost towns of the world have a very unique culture: they died out, and from seemingly nowhere, they regain activity simply as tourist attractions.
  • Village variants are fun to make. I initially made this a Village that cost 4, but thought it was more thematic and interesting at 2 minus the card draw. It could have been a cantrip instead, but it just doesn't do anything in the games where you don't have deck manipulation.
  • I made it only react from deck discards to give it a specific strategy and to avoid having to use ugly wording to get around multiple discard effects that would reuse this ability.

24
Variants and Fan Cards / Clasic_Cards #22 - Werewolf & Moon
« on: August 07, 2012, 04:47:01 pm »
Werewolf (4)
Action
Gain a card costing up to 4 and put it on top of your deck.
-----
Play this card flipped every time you would play it in a turn beyond the first.
~~~~~~~~~~~~~
Action - Attack
+1 Card
+1 Action
Each other player gains a Curse card.


Moon (3)
Victory - Reaction
2VP
-----
Whenever a player plays a Werewolf card, you may reveal this from your hand. If you do, choose one: you are unaffected by that Werewolf card this turn; or discard this and that Werewolf card gets played again.



  • We're getting a bit wild today. Werewolves are about as wild as it gets!
  • Moon is like Potion: whenever you play with Werewolf, you play with Moon. It gets added as an extra Kingdom pile (or can be included as a standard one if you like).
  • A lot of this idea is borrowed from Magic. But rather than it look like this, I imagine it'd look like this.
  • The second half has no cost or name of its own. I can't be played unless you've played that Werewolf once already this turn. That does mean it can work off a Throne Room or King's Court.
  • The +1 Action might be too good. It's the first thing I'd take off if so.
  • I decided to make Moon a counter to Werewolf and a Victory card to make it a worthwhile purchase for people not using this strategy. Then again, having a Moon might make you want a Werewolf anyway.
  • I'm showing this idea much more as a "possibility" rather than a "this card needs to exist now!" The feedback to the concept is what matters. I have a way simpler, very flavorful idea I can give Werewolf instead, but it isn't as much of a conversation piece.

25
Variants and Fan Cards / Clasic_Cards #21 - Casino
« on: August 06, 2012, 03:49:46 pm »
Casino (3)
Action - Reaction
Flip three coins. +$1 per heads flipped.
-----
Whenever you would gain a card, reveal Casino from your hand and flip a coin. If you win the flip, gain a card costing up to $1 more. If you lose the flip, the player to your left chooses a card costing at most $1 less for you to gain.


Casino (3)
Action - Reaction
Flip four coins. +$1 per heads flipped.
-----
Whenever you would gain a card, reveal Casino from your hand and flip a coin. If you win the flip, gain a card costing up to $1 more. If you lose the flip, the player to your left chooses a card costing up to $1 less for you to gain.



  • There is a large quantity of players that dislike random effects (the whole "We-Hate-TOURNAMENT" crowd, for instance). But there's a group that enjoys the added excitement of it (albeit a small group). Random shuffles already bring this out, but the nature of the game doesn't capture the moment all that well. I'm sure plenty of people will hate this card. I'm not making it for those people. (NOTE: If it has functional problems, that's another issue altogether.)
  • I'm uncertain of the exact timing of reactions. The way I understand it, if you had two of these in your hand and another player plays an Embassy, you could reveal the first one, win your flip, and choose to gain, say, a Throne Room instead. Then while that reaction is still resolving, you can reveal another Casino, win your flip, and gain a Duchy instead of the Throne Room.

    That is, you can't go infinite on flipping because the first reaction is still resolving when the second has its opportunity to get in. There's a chance I'd want to change the text to setting aside anyway if this interaction isn't intuitive, but I was curious to know if I'm correct from the get-go.

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