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Messages - LibraryAdventurer

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1
Let's Discuss ... / Re: Let's Discuss - Archer
« on: November 08, 2022, 08:59:12 pm »
Also, in both pictures, the archer is holding the bow left-handed. I've heard left-handed bows are pretty rare.

3
Quote
Buccaneer
$5 - Action - Attack
+1 Card
+1 Action
+$1.
Each other player takes a Mutineer.


I've tried several cards with this mechanic. What I've found it that it's fine for something that's supposed to be a very weak attack (like this one), but in order to make them actually hurt, you need to be giving out a lot of mutineers. And sometimes (including anytime there's draw-to-x or a discard reaction like Trail or Village Green), they can be actively helpful.

4
Weekly Design Contest / Re: Weekly Design Contest #164: Read the Fine Print
« on: September 27, 2022, 06:32:40 pm »
It will be fine in most games, but I don't like that the penalty will unnecessarily hose other cards that use the Tavern Mat, especially things like Miser, Ratcatcher, Distant Lands, and Wine Merchant which all encourage putting multiples of themselves (or Coppers in Miser's case) on the Tavern Mat. The simplest fix would be to just create a separate mat that's used just for Mad Alchemist. You also could then put the scoring instructions on the mat and eliminate the need for States.

Having a dedicated Mat would be an interesting idea, but would not really fit the rules of the contest to have the penalty appear below the line. I could always have you gain the State if you gain a Mad Alchemist, so it becomes an active choice.
I think it needs to gain the state when you gain a Mad Alchemist. Otherwise, there's no reason for it to not be a Landmark (which would also disqualify the card). One easy way to make it a lot closer to being balanced is have it be +1 Card and +1 Action when you put a card on the mat (instead of another +2 cards). Would still be too strong for $4 with only that change, but then you can tweak the penalty till it works.

5
Weekly Design Contest / Re: Weekly Design Contest #164: Read the Fine Print
« on: September 26, 2022, 07:23:07 pm »
Quote
Icy Venture
$5 - Treasure - Duration
+$2
Reveal cards from your deck until you reveal an Action or Treasure. Discard the other revealed cards. If you revealed a Treasure, play it. Otherwise, set it aside and play it at the start of your next turn.
-
When you reveal this, set it aside, and keep revealing cards as if you hadn't revealed it, then discard this when the current card is resolved.
A Venture that can't hit copies of itself. (not sure about the best wording).
FWIW, this is what this would look like on an actual card (not the right triple-color scheme):


Which satisfies the "fine print" of the contest, but I think it would be good to look into ways in which you can reduce the amount of text needed.
oh. uh...
I guess that's the problem with not mocking up cards is I never realize how wordy they turn out to be.
If I think of a better version (or something else), I'll update it. If not, well, I probably won't win.
(Also, I keep thinking up concepts that seem simple in my head but take a lot of words to write out.)

6
Weekly Design Contest / Re: Weekly Design Contest #164: Read the Fine Print
« on: September 26, 2022, 01:16:44 am »

Quote
Icy Venture
$5 - Treasure - Duration
+$2
Reveal cards from your deck until you reveal an Action or Treasure. Discard the other revealed cards. If you revealed a Treasure, play it. Otherwise, set it aside and play it at the start of your next turn.
-
When you reveal this, set it aside, and keep revealing cards as if you hadn't revealed it, then discard this when the current card is resolved.
A Venture that can't hit copies of itself. (not sure about the best wording).
Should probably be a reaction.
Oh yeah, forgot that. fixed now.

7
Weekly Design Contest / Re: Weekly Design Contest #164: Read the Fine Print
« on: September 25, 2022, 04:17:00 pm »
Quote
Icy Venture
$5 - Treasure - Duration - Reaction
+$2
Reveal cards from your deck until you reveal an Action or Treasure. Set it aside and play it at the start of your next turn. Discard the rest.
-
When you reveal this, set it aside, and keep revealing cards as if you hadn't revealed it, then discard this when the current card is resolved.
A Venture that can't hit copies of itself. (not sure about the best wording).

EDIT: used Udzu's suggestion for the top half to shorten the word count. (not sure his suggestion for the bottom half works.)

8
Weekly Design Contest / Re: Weekly Design Contest #163: Cleaning The Banlist
« on: September 12, 2022, 07:21:58 pm »
I hesitated to post this, partly because the OP never said whether the contest includes events, and partly because it's so similar to the original. I think it's better and different enough from the original, but let me know if this doesn't work for the contest.
(replaces Annex.)

Quote
Duk
- Event
During clean-up this turn, after discarding and before drawing your next hand:  Look through your discard pile. Shuffle all but up to 5 cards from it into your deck. Gain a Duchy.

(PS: Does anyone recognize where the name is from?)

9
Weekly Design Contest / Re: Weekly Design Contest #162: You Can Trip at $5
« on: September 03, 2022, 06:47:59 pm »
Is this too close to being a lab variant?  (If so, I'll try to think of something else. But this one of my favorite cards that I've made.)

Quote
Mad Scientist
$5  - Action
+1 Card
+1 Action
You may trash a card from your hand costing at least $2 for +2 Cards. If you don't, gain a Silver.

EDIT: added "from your hand"

10
Variants and Fan Cards / Re: Dominion: Horror
« on: July 30, 2022, 06:26:42 pm »
Except it'll rarely actually carry over to next turn because you usually buy cards after playing actions.

11
Weekly Design Contest / Re: Weekly Design Contest #159: Some Nights
« on: July 28, 2022, 08:27:24 pm »
for Intrigue

Quote
Hideaway
$3 - Night - Victory
Choose one: Gain a Silver, put a card from your discard pile on top of your deck, or +1 Card at the end of this turn (after drawing).
-
Worth 1 VP.

(Maybe it should cost $4?)

12
Tales is an Action split pile with four cards. Like all split piles in Allies, the pile starts with four copies of each card sorted by cost.

There is an old tale of Saint George and the Dragon, where the dragon demanded the city to send two sheep every day so he could eat. When the city ran out of sheep, the dragon demanded human tribute. When the princess was eventually chosen to be offered, Saint George stood up and defeated the dragon.

Sheep: $3 Treasure - Victory - Tale: Worth $1 per Victory card you have in play (including this). You may rotate the Tales. Worth 1 VP
Princess: $4 Action - Victory - Tale: A magpie that doesn't gain itself but is worth 1 VP instead.
Saint George: $5 Action - Tale: +3 Cards. You may play a Tale from your hand. When you trash this, play it.
Dragon: $6 Action - Tale: You may topdeck a card, then discard discard any number for +$1 per card and trash the rest. Trashing a Tale grants an extra +$3.
I like the first three cards here, but dragon seems really weak for $6 bottom card of a split pile. You gave an example of a play that works out well with it, but when you can't do that (or might be able to do it only once), then it probably isn't worth the $6. One easy (but perhaps not very thematic) fix would be to put a few victory points on it to make it fit better (mechanically) with the first two cards. By the time you've gotten to the bottom of a split pile, you've probably done most of your trashing already if there's any other decent trashing on the board.

13
It just so happens that I recently created a card that fits this contest.

Quote
Stage Director
$5 - Action
If you didn't spend an Action to play this, discard up to 2 cards.
Draw up to 6 cards in hand. Play the top card of your deck. If it has no play effect, you may take your -$1 coin token to replay this.

FAQ: If you take your -$1 token to replay it, you can discard up to two cards before drawing. Curses and Victory cards (which aren't also Actions or Treasures) have no play effect.

14
Dominion General Discussion / Re: Interview with Donald X.
« on: June 06, 2022, 06:25:40 pm »
do you find it frustrating when something else uses 'dominion' in its title and messes with your SEO? or is that more jay's domain?

thinking specifically of the new jurassic park here

There's also the latest album by Skillet:

15
Rules Questions / Re: Not enough Banes
« on: June 05, 2022, 06:59:04 pm »
Buy another expansion or two.
and/or make a cheap fan card.

16
Ruby is missing from your judgement post despite being a runner up.

17
2p online, 2 or 3 player in person. I think 3-player is just as good as 2-player in person, but I prefer not to play with more than 3 players.

18
Variants and Fan Cards / Re: Fan Card/Expansion Recommendations
« on: May 30, 2022, 12:08:23 am »
In my signature, I have links to my list of other people's fan-made cards* I've played with and like as well as my fan expansion: Resurgence.

*EDIT: I need to update this list soon. There's several more I can add at this point.

19
How bout a treasure Groundskeeper?

Quote
Huge...tracts of land
$5 - Treasure
+$2.
This turn, when you gain a Victory card, +1 VP.

20
Dominion General Discussion / Re: What cards do you ban and why?
« on: May 26, 2022, 02:49:53 am »
  Banned:  (I think these are all obvious why)
Possession, Tournament, Lurker, Rebuild, Barbarian, Keep, Salt the Earth
  Disliked:
Swamp Hag, Page (should be obvious)
King's Court - Too crazy. and I think this is too swingy for the person who hits $7 first with some good Actions in their deck.
Governor - monolithic. also, I just suck with it.
Flag Bearer - very unfun fighting over the artifact imo.

Black Market is one of my favorite cards. It's way less swingy than Tournament. The times when it gives one player a big advantage are rare, and some of those times are when the better player played Black Market more times in order to find it.

I don't like Cultist but for some reason it doesn't bother me as much as it seems to bother other people.
I don't ban Ghost Ship or Mountebank because they're getting cut (most likely for MB anyway), otherwise I would.
I like Chariot Race.

There are several more cards that I don't use IRL, mostly because they're just not interesting or fun enough compared to other more fun cards.

My bans are:
The one I don't understand is Magpie. Why ban Magpie?

21

Quote
Fallen City
Action Duration Attack, $5
At the start of your next turn, +2 Cards +1 Action.

Until then, at the start of another player's Clean-up phase, you may combine a Burden with an action card they would discard from play.

Where does the non-Burden card come from here? Do you take it away from the player who would discard it, or do you get a copy of it from the supply and use that?
"An Action card they would discard from play" seems pretty clear to me.

22
Quote
Partnership
$5 - Treasure
+$2.
You may trash a non-Copper card you have in play to combine any two other cards you have in play.

I think the Combine example Event in the OP is strong enough to cost $5. It'll be a strong effect.

23
Dominion General Discussion / Re: Interview with Donald X.
« on: May 22, 2022, 05:26:06 pm »
I'm pretty sure I would hate for someone to dig up my 10-12-year-old posts and try to analyze to me what I was saying in them and compare it to what I'm saying now. I'm glad I'm not a politician game designer with a rather obsessive fan base.

24
Idk does this count as a "play again" themed card? It attacks your enemies tho rather then yourself
<Timewaster>
Nice unique attack idea though.

25
Quote
Compass
$4 - Treasure
+$1.
Reveal the top 4 cards of your deck. Put up to 2 of them in your hand, put the remaining Action cards back on your deck, and discard the rest.
You may trash an Action card you have in play to set this aside and put it in your hand at the end of your turn (after drawing).

What do you get when you mix Scout and Adventurer as a Treasure card?
(sounds like a powerhouse right? maybe a possible Venture replacement?)
Originally, I had it drawing everything except Actions, but then it'd be crazy strong in big money so I made it only draw up to 2 of them. It'll probably still be pretty strong in BM, but not overpowered I think.
I considered a $5 cost version that automatically plays itself at the start of your next turn if you trash an action this turn, but I'd like to keep it costing $4. There's aren't very many $4 cost Treasure cards.

This has tracking issues with Duration cards. It should either only be able to trash non-Duration Actions from play, or be something like "At the start of Clean-up, you may trash an Action you would discard from play this turn, to set this aside and put it into your hand at end of turn."

That aside, I think this is trying to do too much. When I plug your wording into the Dominion Card Image Generator, the result is 8 lines of text excluding the +. That length is usually a pretty good sign of trying too many effects on one card.

Man, it doesn't seem that long when I'm typing it out. I've tweaked it to cut some words.
Don't want to add non-Duration because it makes it too long again. Players will just have to deal with the tracking if they want to trash a duration. There's already hard to track stuff in Dominion, and I don't really think this is harder.

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