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Weekly Design Contest / Weekly Design Contest #126: Seeking an Heir
« on: August 23, 2021, 11:02:33 am »
Contest #126: Seeking an Heir

Design a card that uses the following Heirloom:



As in the last contest I hosted, please do not submit any cards you've previously posted on the forums. Also as before, my judging criteria will focus on balance, playability, fun, and creativity.

A couple of important notes: You'll notice that the Heirloom does not have a name; this is to avoid narrowing the namespace for submissions. Please give the Heirloom a name along with your submission. Lastly, feel free to give the Heirloom a different cost than the cost I chose; it's probably not super important for balance (depending on your submission, of course), but I'll assume it costs for all entries unless otherwise specified.

Without any further ado, good luck and have fun designing!

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Thanks for all the kind words, spheremonk. I'm glad you liked my card.

Without any further ado:
Contest #101: "You may turn your Journey token over."

Design a card (or card shaped thing, it doesn't have to be a Kingdom card) that uses "you may turn your Journey token over." Of course, it should do something that prevents it from being effectively the same as a choose one; it could make you vulnerable while the Journey token is in a given state a la Kudasai's Lancers, for example.

Another note, please do not submit a card that you've previously posted on the forums, such as the aforementioned Lancers, even if you posted it as a submission to a previous WDC. I tend to be biased in favor of new cards/cards I haven't already seen, and I want to avoid that as much as I can.

My judging criteria will focus on balance, playability, fun, and creativity.

P.S. Edit: Any submissions that would be better suited as a "choose one:" will be disqualified (don't worry, I'll let you know ASAP if your submission won't work).

P.P.S. Edit: A couple of things I should've mentioned earlier:
1. Your submission doesn't necessarily have to say "you may turn your Journey token over" word for word, it just has to optionally allow you to turn it over. It can even be conditional if you want.
2. The effect of turning your Journey token over doesn't necessarily have to be on-play. It could be an on-call effect on a Reserve card, or a Reaction effect, whatever you want (within reason).

P.P.P.S. Edit: Some further clarifications:
If the condition for turning your Journey token over is something passive like "if you have 5 or more Actions in play" or when a specific event occurs, then turning your Journey token at that point has to be optional, even if triggering that specific event or meeting that condition is optional to begin with.
Reaction cards that flip your Journey token over as part of its Reaction automatically qualify (unless it's a mandatory Reaction like Patron's) since revealing it is optional. Same with calling Reserve cards.

3
Rules Questions / Livery + Destrier
« on: December 23, 2020, 02:10:48 am »
If I play a Livery, and Destriers currently cost , then when I buy a Destrier, do I gain a Horse? Or does the fact that Destriers now cost mean that I don't get a Horse? In other words, is the cost of the Destrier evaluated for Livery purposes before or after gaining it?

4
Dominion General Discussion / Way of the Mouse + Way of the Horse
« on: March 26, 2020, 09:48:03 pm »
Way of the Mouse + Way of the Horse = All Action cards are Labs.

5
Variants and Fan Cards / Wording Challenge: Kitchen
« on: March 24, 2020, 05:32:34 pm »
Kitchen: Action
You may play an Action card from your hand twice. This turn, when it is your Action phase and no effects are being resolved, you may spend Actions to replay it, ignoring any +Actions you would get until no more effects are being resolved.

The intention is that you Throne Room a card, and then for the rest of the turn, at any time when you could normally play Action cards, you can spend Actions to replay the Throned Action, and ignore any +Actions you would get from it, even if those +Actions are from using a Way or from playing another card that the replayed card instructed/allowed you to play. (You only ignore +Actions after the first two times it's played.)

6
Dominion General Discussion / Menagerie Delivery Date
« on: March 06, 2020, 03:46:03 pm »
The Amazon posting for Menagerie says that the estimated delivery date is September 10-16, a whole 6 months from now. Does anybody know why it's so long when the game is coming out in only a week and a half?

7
Dominion General Discussion / Epic Fails Thread
« on: September 27, 2019, 01:58:20 am »
For moments where you or another player made a very facepalm-worthy mistake.

For example, I just had a game where I for some reason thought gaining a Mystic was a good idea when I already had 3 Black Markets and had trashed all my starting Estates and Coppers.

8
Variants and Fan Cards / Now and Next-Turn Golem Variant: Guildmaster
« on: August 28, 2019, 12:21:48 am »


Unlike Golem, it distributes the two cards over two turns, but you get to choose 2 out of 3 Actions to play instead of just 2 out of 2. I made this for the unnamed expansion I'm working on; flavor-wise, it's sort of a sequel to Adventures, but so far, the only expansion mechanics it has are Night cards, Durations (duh), Villagers, and Projects.

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This shop sells items that you won't find anywhere else, but it won't stay in one place for very long, so make sure to buy those rare goods when you can!

This is a card with a unique setup instruction that adds 4 new cards to the Kingdom, but the only way to acquire them are by playing a Travelling Shop and buying them. It was made for a fan expansion that I'm working on whose main themes are card combos and Duration cards that stay in play until a certain condition is met. We've played two games with it so far, although they were both the same set.

10
Variants and Fan Cards / Wording Challenge: Planetarium
« on: June 22, 2019, 01:47:27 am »


So this is a Throne Room variant for a fan expansion that I'm working on. The idea is that you bluff and claim to be throning an Action card as something it may or may not truly be. If the player to your left calls your bluff, then if they were correct, you just downgrade the card you set aside. If they were wrong in calling you out, however, it turns into a King's Court. On the other hand, if you player to your left decides to believe you, you throne the set aside card as if it were what you claim it is. The problem, of course, is that its text is an essay that makes even Prince and Native Village look short-winded.

EDIT: On second thought, I can easily predict that this would take nightmarishly long to resolve. How can I delete this thread? (And if I can't, could a mod please do so?)

11
Dominion General Discussion / Different Ages for Different Expansions
« on: June 01, 2019, 10:44:39 pm »
My brother's girlfriend noticed that some Dominion expansions have a recommended age of 13+, while others have 14+. Does anybody have any idea why?

12
Rules Questions / -1 Card token and Draw up to X
« on: May 30, 2019, 01:44:47 am »
If I have my -1 Card token on my deck and play a card that says to draw until I have X-1 cards in my hand or do I still draw up to X?

13
Dominion FAQ / Treasure Cards - When You Play This
« on: May 29, 2019, 02:52:20 am »
Why do Treasure cards with special effects always say "when you play this?" Action and Night cards don't say that, so isn't that kind of implied?

14
Rules Questions / Innovation - Why Set Aside?
« on: May 28, 2019, 11:46:11 pm »
Simple question about Innovation: Why does it need the "set it aside" part? Why can't it just say "you may play it?"

15
Rules Questions / Weird Question
« on: May 26, 2019, 12:09:06 pm »
When I play an Action card, does the number of unused Actions I have decrement before or after the Action card is resolved? I assume before?

16
Variants and Fan Cards / Card + Heirloom Pair
« on: October 24, 2017, 11:36:44 pm »
WARNING: Creation contains some blood and gore in the art for it.

Mad Scientist + Creation

Text for Mad Scientist:

+2 Cards
You may gain a Creation from the trash.
Heirloom: Creation
Type: Action
Cost: $4

Text for Creation:
Choose a card you've gained this turn. Gain a card costing the same as the chosen card.
You may trash this, to play this again.
Type: Night - Heirloom
Cost: $0

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Variants and Fan Cards / Cost this Card: Bribe
« on: January 18, 2017, 11:51:11 pm »
Bribe 2.1
Bribe 2.0

A Bridge variant that gives twice the cost-reduction that Bridge does, but doesn't work on the first card you buy. Since it's a Bribe, I decided that you can get it from other players buying Golds. It also reduces the cost of Gold just by being in the Supply, so that it doesn't nerf Gold too much.

Bribe 1.0

Basically an Expand with a drawback. I'm not sure if the drawback is harsh enough to make it cost $4, or if it should really cost $5. I want it to cost $4 because I have other $5-cost cards in mind for the fan expansion this card is for.

P.S.: I know that the only good way to really tell is with playtesting, but I just wanted an excuse to post this anyway.

18
Variants and Fan Cards / Harshness of Traps?
« on: January 10, 2017, 10:49:18 pm »
Example Card

Trap

How harsh would you say Example Card is? Weaker or stronger than Cultist? I'm just wondering whether Traps are more or less harsh than Ruins.

19
Trap

Dwarven Barracks

Artefact

Witch Hunter

So this is a preview of a mini-expansion I'm working on. It introduces two new card types: Award, and Trapper. Trapper cards are to Traps as Looter cards are to Ruins. Trap is a new kind of junk. Award cards can be gained by accomplishing special tasks during a turn, such as gaining a certain number of cards or playing a certain number of Actions, etc.

20
Mini-Set Design Contest / My Mockups of the Contest Cards
« on: December 17, 2016, 02:12:44 pm »
I've mocked up all of the cards for the newest Treasure Chest expansion (except for Diviner, which already had a mockup). I've modified the wording on some of the cards to make them more closely match official cards, but their functionality remains unchanged. The format [name 1] --> [name 2] means that the name was originally [name 1], but I changed it to [name 2] because the original name is now the name of an official card.

Indulgence

Metropolis

Mountain Dweller

Troglodyte Caves

Mortuary

Renovate

Recycle

Observatory seems a bit too similar to Raze.

Prefecture

Landlord

Storyteller --> Bard

Incantation

Research

Druid

Elixir

Enclave

Barber

Porter

Dancer

Royal Guard

Town Hall

Magic Lamp

Stalwart Mule

Servicemen

Golden Hammer

Wizard

Royal Tutor

Fishmonger

Collector

Tinker

21
Variants and Fan Cards / Plague Doctor and Alternate Curses
« on: December 07, 2016, 11:19:17 pm »
Introduction:
Plague Doctor is a reaction card for a mini-expansion of mine. This expansion is basically a sequel to Dark Ages. When using cards with the "Hexer" card type, you replace the Curse pile with a pile of alternate Curses; there are 5 different types of alt Curse and 10 of each type, and before starting the game, you shuffle the alt Curse pile a-la Ruins.



Cards:

Curse of Solitude

Curse of Emptiness

Midas' Touch

Curse of Sorrow

Curse of Paranoia

Plague Doctor



Comments:

Curse of Solitude:
The first is a negative Duchy, but the rest turn them into regular Curses. Still worth -3 VP even if you have 15 Curses and it's the only Curse of Solitude in your deck; only a 2nd copy of itself will make it less harsh.

Curse of Emptiness:
Acts as an Oasis, but takes away more points than any other type of Curse.

Midas' Touch:
Gives money, but takes an Action to use and is (sort of) worth -1.5 VP.

Curse of Sorrow:
Doesn't take or give any VP, but makes you gain a 2nd Curse along with it. You get to choose which type of curse the 2nd one is, though, so it isn't quite strictly harsher than the other Curses.

Curse of Paranoia:
An Estate that you can't get rid of. A free Estate in games w/o trashing.

Plague Doctor:
A (usually) terminal silver/trasher/woodcutter.

Thoughts?



Thanks to Violet CLM for making an easy-to-use Dominion Card Image Maker.



Edits: Buffed Plague Doctor and changed Curse of Emptiness. Fixed typo on Curse of Sorrow (originally gained a Curse from your discard pile), as well as fixed a mistake on Curse of Solitude (was an Action despite being unplayable).

22
Variants and Fan Cards / Untested and Unnamed Card Idea
« on: October 31, 2016, 05:44:56 pm »
Version 1:
$1
When you play, gain, or trash this, gain a card costing up to $5 and take <1> for every $ it cost.
Cost: $3
Treasure

Note: <> means debt.

What do you suppose I should name this? Is it too weak or too strong, or neither?

Version 2:
$1
When you play, gain, or trash this, gain an Action card costing up to $5 and take <1> for every $2 it cost (rounded down).
Cost: $3
Treasure

23
Variants and Fan Cards / Prince in the Form of an Event: Coronation
« on: September 20, 2016, 10:07:40 pm »
Coronation:
Gain an Action card costing up to $4, setting it aside. At the start of each of your turns, play that Action, setting it aside again when you discard it from play. (Stop playing it if you fail to set it aside on a turn you play it.)
Cost: $12
Event

This has not been playtested yet. It probably won't be playtested for a while, seeing as how I've played a whopping TWO games since I went off to college last month.

24
Variants and Fan Cards / Some Cards Based on Enterprise
« on: May 19, 2016, 01:15:42 pm »
Since it is, IMO, the best fan expansion I've ever seen, I've decided to make a couple of cards based on LastFootnote's Enterprise expansion, which you can look at right here.

Barter:
$1
+1 Buy
When you play this, spend any number of Trade tokens. All cards cost $1 less per Trade token spent.

When you buy this, you may overpay for it. Take a Trade token for every $1 you overpaid.
Cost: $4+
Treasure

Barter 2.0
$1
+1 Buy
When you play this, spend any number of Trade tokens. All cards cost $1 less per Trade token spent. If you didn't spend any, take a Trade token.

When you buy this, you may overpay for it. If you do, take a Trade token for every $1 you overpaid.
Cost: $4+
Treasure

Barracks:
+1 Card
+2 Actions
Gain an Armament from the Armament pile.
Cost: $5
Action

Before anybody states that this is strictly better than Bladesmith (from the original expansion), Bladesmith puts the gained Armament into hand. This doesn't.

Bribe:
+1 Buy
+$2
You may trash a card from your hand. If you do, take two Trade tokens.

When one of your cards is trashed, you may reveal this from your hand. If you do, spend a Trade token. If you do, choose one: Put the trashed card back into your hand; or gain a card costing up to $2 more than the trashed card.
Cost: $5
Action - Reaction

25
Variants and Fan Cards / Fan Card: Emporium
« on: May 04, 2016, 12:03:41 am »
I actually thought of this card a year or two ago, but I haven't gotten around to posting it until now for some reason.

Emporium:
+1 Buy
Gain a card costing up to $5 that is not an Emporium, putting it on top of your deck. Each other player may gain a card costing less than the card you gained that is not an Emporium.

When you buy this, play it.
Cost: $5
Action

EDIT: The other players' gaining is optional, and cannot gain Emporiums either.

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