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 - grep

Filter to certain boards:

Pages: [1] 2 3 ... 11
1
Weekly Design Contest / Re: Weekly Design Contest #132: All Hallow's Eve
« on: October 20, 2021, 02:22:26 pm »


Fairy Ring
$4 - Night - Victory
+1 Coffers
Draw until you have 5 Cards in hand.
-----
Worth 1VP per 2 Night cards you have (rounded down).


8 or 12 cards in the pile, as usual with Victory cards.
Drawing helps to collect more than one mushroom in one night.

2
Weekly Design Contest / Re: Weekly Design Contest #129: In Play
« on: September 26, 2021, 12:44:15 am »
Shadow
Night - $3
Replay an Action card you have played this turn that is still in play.


It's cheap because most of the vanilla card effects (+$, +Action, +Buy, +Cards) are not very useful at the night time. The best target would be a gainer/attacker, like Marauder or Soothsayer

3
Weekly Design Contest / Re: Weekly Design Contest #128: Look at the trash!
« on: September 13, 2021, 04:04:09 pm »
My weird idea of the week:

Yep. A strange trash traveller type line with crazy and explosive combos. Trumpet as draw, violin as gains, harp to really kick things off and grand piano as payload. FAQ: Cards under Grand Piano are not part of your deck: they do not count for end of game scoring. There are 4 of each Instrument in the trash.
Looks like Orchestra and Harp can steal cards from under someone's Grand Piano. Is it intended?
It won't be easy to to activate Grand Piano

4
Weekly Design Contest / Re: Weekly Design Contest #128: Look at the trash!
« on: September 13, 2021, 11:21:43 am »


Way of the Vulture
Play an Action or Treasure card from Trash costing less than this, leaving it there.

Shouldn’t this have a non-Command restriction? For example, I believe that 3 Highways in play, Captain in the trash and a $7 cost action in hand leads to a loop that lets you play an arbitrarily high number of actions costing up to $4 at the start of the next turn.

Agree, I missed this loop. Will reformulate to fix it

5
Weekly Design Contest / Re: Weekly Design Contest #128: Look at the trash!
« on: September 12, 2021, 01:34:47 pm »


Way of the Vulture
Play a non-Command Action or Treasure card from Trash costing less than this, leaving it there.

Update (thanks JW): added a "non-Command" clause to avoid loops

6

Templar
$4 - Action - Attack
+1 Action
Each player including you looks at the top card of their deck,
they may trash it or put it back.
Each other player gains a Curse onto their deck.



Nonterminal curser? Yes but with self-limiting damage and self-repair. Costs $4 to make it accessible at 4-3.

7
Weekly Design Contest / Re: Weekly Design Contest #126: Seeking an Heir
« on: August 28, 2021, 02:47:35 pm »
Carnival
$7* - Action
+1 Card
+1 Action
+$1
+2 Buys
-
This costs $1 less per differently named
Treasure in play.
Heirloom: Beer
Beer
$2 - Treasure - Heirloom
Cards cost $1 less this turn.

8
Alphabet Soup
$5 - Action
+1 Buy
Trash the top card from your deck.
+$1 per different letter in its name

Trashing Duchy will give $5, and trashing Province will give $8, so this card is not completely broken  8)

9
Weekly Design Contest / Re: Weekly Design Contest #125: What's the Draw?
« on: August 14, 2021, 06:11:24 pm »

Dike
$4 - Action - Gathering
+1 Card per 2% on the Dike Supply pile, rounded up.
You may trash a card from your hand. If you don't, trash this.
-
When you gain this, put 1% onto the Dike Supply pile.
When you trash this, take 1% from the Dike Supply pile.

10

Inquisition
$5 - Action - Attack
+2 Cards
Each other player with 4 or more cards discards a card.
The player to your left names a card. You may play an Action card from your hand other than the named card.

Conditional cantrip (the opponent can try to evade it naming a card that would break the chain)

11

Wagenburg
$4 - Action - Duration
+1 Card
+2 Actions
You may put your -1 Card token on your deck. If you did, at start of your next turn, +1 Card.
-
While this is in play, you are unaffected by other players' Attack cards.

Village with an optional Lighthouse bonus (taking a -1 Card token and getting +1 Card makes it net card neutral)

12

Corbita
$3 - Action - Duration
+$2
At start of your next turn, reveal and discard any number of Action and Treasure cards for +$1 each.


Without a draw to X support, it's a terminal silver with a small next turn bonus, cheap as it does not stack well. Combo with draw to X as it does not consume an action at start of turn.

13

Street Vendor is a cantrip that potentialy let you buy the card you'll draw with a sort of "royal seal" effect for the turn.
It combo with DtX and gainer.
Hope you'll like it.
All the official "return to Action phase" cards give +1 Buy. In absence of +Buys in the kingdom, which is not uncommon, this only allows to play one of the bought cards for effects, similar to Invention.

14

Judgement Day
$15 - Event
End the game immediately.


Clarification: The player who played Judgement Day will skip his Cleanup phase. This is significant e.g. if he has built Fleet, as he will not draw 5 cards before the Fleet turn.

15


War Bond
$4 - Action - Duration
+1 Action
Put 1 Coffer onto this for each Action card you have in play (including this). While any remain, at the start of each of your turns, take a Coffer from this.


Upd: Thanks Gubump for the suggestions. Old version:

16
Weekly Design Contest / Re: Weekly Design Contest 119: Triple Threat
« on: June 29, 2021, 12:15:44 pm »
An throne room you can play during your night phase in case you draw it dead. And at the beginning of your next turn, you get a bit of reliability!

It's much stronger than Mastermind, almost as good as KC. I think, playing once now and once later would be just fine for $5

17
Weekly Design Contest / Re: Weekly Design Contest 119: Triple Threat
« on: June 27, 2021, 03:22:14 pm »

Quote from: MochaMoko
Barrows
④ Action - Duration - Victory
At the start of each of your
Buy phases for the rest of the
game, set aside a card from
your hand face up (on this).
(This stays in play.)
-
Worth 2 VP per Action card set
aside by this at end of game.


Hey there, fella! Do you want to build a pyramid? Stack a bunch of junk in a heap, put some Action cards in, bake for 15 minutes, serve chilled!
Oh, it doesn't look the way I imagined it to. Well I hope it's tasty enough.

FAQ: You must put a card on Barrows if you can. A copy of Barrows also only counts the Actions that it itself has set aside; you can't buy Colonies for ④ all of a sudden, sorry mate. And anyone may look through your set-aside-by-Barrows piles. It's kind of disrespectful to dig through other people's graves though.

You might be reminded of Cathedral. Barrows keeps the cards yours, so feel free to put in your Provinces and other cards that you want for scoring purposes. It also triggers at the start of your Buy phase, so you aren't hampered by the limited options your starting hand offers you. I expect it will be much more pleasant to play with than Cathedral later on, but less pleasant than Cathedral early on, because you actually have to draw a card and play it to get cooking. And, well, it costs ④.

Great idea, but looks OP to me, even without the VP bonus. Stashing cards at the buy phase (rather than at start of the turn) makes this much stronger than Cathedral, especially if you can build a cashless engine. With Ironworks it goes bonkers

18
Weekly Design Contest / Re: Weekly Design Contest 119: Triple Threat
« on: June 27, 2021, 02:56:07 pm »

Pillow
Treasure - Night - Reserve - $5
If it's Night phase, put this
on your Tavern mat. Otherwise,
$2
-
At start of your Buy phase,
you may call this to play it.


This seems like a really convoluted way of designing a Treasure that is just +2 Coffers. I know Coffers are normally on Actions, not Treasures, but it basically works that way here.

Granted, +2 Coffers is slightly more flexible than this card because here you have to spend them both on the same turn.

Yep, it's designed as +2 Coffers in a disguise (slightly worse as it misses reshuffle while stashed).
Not sure about the correct price, definitely stronger than a typical $4, but a bit too weak for $5 - maybe needs "+1 Buy" for offset

19
Weekly Design Contest / Re: Weekly Design Contest 119: Triple Threat
« on: June 27, 2021, 02:45:21 am »

Pillow
Treasure - Night - Reserve - $5
If it's Night phase, put this
on your Tavern mat. Otherwise,
$2
-
At start of your Buy phase,
you may call this to play it.

20
edit: Added "and no card effects are resolving" so this doesn't trigger when someone hits 8-in-hand off a Forum or an all-copper Royal Blacksmith. I think I borrowed that from mtg or something so if someone has a more appropriate dominionese wording, i'm open to suggestions.
That's a bit hard to follow condition, especially when Duration cards are present (are they still resolving?). One option is to borrow the wording from Royal Carriage: "Directly after another player finish playing a card,...."

21


Nightmare
$5 - Night - Attack - Duration
Each other player gains a Curse into their hand.
At start of your next turn, +2 Cards.
-
While this is in play, Curses are also Night cards with "Gain a Horse".


A nighttime curser which comes with a consolation. Normally the opponent can use the newly received Curse next night.

22

Quote
Village of Secrets - Action Night, $4 cost.
If it's your Action phase, +1 Card and +2 Actions. Otherwise, you may play an Action card from your hand to gain a copy of it.

Is the interaction with Scepter, March and other Buy phase Action enablers intended? Werewolf is formulated in an opposite way: "If it's Night phase [...], otherwise [...]"

23
Suburb
Action - $3

+1 Card
+1 Action
You may play a Suburb from your hand.
---
When you buy this, gain another Suburb.
I would choose Hamlet over this most of the time - should cost $2.
Is the pile size standard or 12 like Experiment and Port?

24

Quote
Tin
$4 - Treasure

Worth $1 per Copper in play.

You may trash a Copper from your hand to gain a Treasure card costing up to $5.

25
Weekly Design Contest / Re: Weekly Design Contest #113: Power Up!
« on: May 05, 2021, 12:25:21 pm »
Bond (Treasure, $5*)

+$1
+1 Buy

When you play this, +$1 per Coffer token on the Bond pile.

This turn, when you buy a Card costing $6 or more, add a Coffer token to the Bond pile.
---
This costs $1 more per Coffer token on the Bond pile.


This all feels a bit wordy - not sure if there's a nicer way of phrasing all of this.

The enabling condition looks too tough - Bond itself without power-ups is not expensive enough to enable a power-up, and useful cards costing $6+ are not that common (Bond looks like a replacement for Gold, so buying Gold with Bond looks like shooting your own leg).
Might be fine if Bond costed $3, and the enabler was "buy a card more expensive than this".

Pages: [1] 2 3 ... 11

Page created in 0.2 seconds with 19 queries.