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Messages - JW

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1
Weekly Design Contest / Re: Weekly Design Contest #217: Silver
« on: April 24, 2024, 04:55:19 pm »
Bribe

Treasure - Duration - Attack
You may discard a Silver or a Gold. If you do, each other player gains a Curse. At the start of your next turn, +2 Cards.

Notes:
It’s a Treasure so that you generally can’t inflict multiple curses with a single Silver or Gold.

2
Weekly Design Contest / Re: Weekly Design Contest #216: Blue Dogs
« on: April 11, 2024, 12:10:33 am »


I think it needs an “other than during Cleanup” clause.

3
Weekly Design Contest / Re: Weekly Design Contest #216: Blue Dogs
« on: April 10, 2024, 12:24:23 pm »
Sled Dog
- Action Reaction
+3 Cards
----
At the start of your turn, you may discard a Treasure to play this from your hand.

Notes: Sled Dog can be a Smithy or, at the start of your turn, a Stables. Because you need to meet the Stables discarding condition at the start of your turn, it's harder to chain them at the start of your turn than it would be to play a similar number of Stables (consider a deck with other cards with other sources of +Cards). It makes up for that in the versatility of being playable as Smithy too.

Mock up link: https://shardofhonor.github.io/dominion-card-generator/index.html?title=Sled%20Dog&description=%2B3%20Cards%20%0A-------%0AAt%20the%20start%20of%20your%20turn%2C%20you%20may%20discard%20a%20Treasure%20to%20play%20this%20from%20your%20hand.%20&type=Action%20-%20Reaction&credit=&creator=&price=%245&preview=&type2=&color2split=1&boldkeys=&picture-x=0&picture-y=0&picture-zoom=1&traveller=false&trait=false&picture=&expansion=&custom-icon=&color0=0&color1=0&size=0

4
It’s more reasonable for the power level to let other players play it at the start of their next turn, but three plays of any action for you and only one for each opponent is still going to be very imbalanced any time that there is a reasonably strong action to copy, which should be most Kingdoms.

5


Quote
Royal Advisor | Action - Command | $4
You may play a non-Command Action card from the Supply twice, leaving it there. Each other player may play a copy of it from the Supply, leaving it there.

After some play testing, it turns out the old version of Royal Advisor was often very weak. There were limited cards in Kingdoms worth throne-rooming if you give your opponents the benefit to play that card, even at start of next turn. And those cards might not even collide with your Royal Advisor, so you would rather just buy those cards instead. I first added +1 Card to it, which worked a bit -- but then I realized, playing from the supply is it's own kind of +1 Card, and solves other problems.

Unfortunately, this version is way too strong with cards that give +3 Coins, and even the existence of +2 Coins makes it too powerful as well.

6
Unfortunately, Antique Dealer doesn’t yield interesting choices in 2 player games. If only one player gets it, they just get Laboratories for $4 instead of $5. The choices are more interesting in games with more than two players, but they’re choices of the “who to help” variety (player A gets it. If player B or C also gets it, the one who doesn’t get it might have an advantage, while if neither gets it player A gets those sweet $4 laboratories), which I personally would prefer to have less of.

7
Edit: That said, in a meaningful fraction games with this card, after the Ways are revealed the card is going to be overpowered. For example, you're very likely to buy multiples of this card in the presence of Way of the Otter (the +2 Cards Way). That doesn't make for the most interesting gameplay, even if the card is not consistently essential.

That's not actually unusual for official cards though; plenty of cards are above the general powerlevel bar on specific boards. I think that's fine.

Sure, but with most cards you have to look at the rest of the board to have a good sense of its power level, not just the card's own setup. If a (hypothetical very bad idea) added Boon said "+2 Cards, +1 Action, -1 Buy," having Druid set that Boon aside would turn Druid into a $2 Laboratory in 3/13 of Druid games.

8
Cool idea but way too strong. Gaining a horse is +1 Card value; playing a card as a way is about +2 Cards value (probably more since you have choice?). And then you have +1 Action. So this is probably stronger than +1 Card, +3 Actions. Just cutting the +1 Action might make it okay.

A Way may be worth about +2 Cards on a terminal. But when added to a card that already gives +1 Action like this creation, +2 Cards is one of the very best Ways. So, this line of reasoning for why the card is overpowered does not seem correct.

Edit: That said, in a meaningful fraction games with this card, after the Ways are revealed the card is going to be overpowered. For example, you're very likely to buy multiples of this card in the presence of Way of the Otter (the +2 Cards Way). That doesn't make for the most interesting gameplay, even if the card is not consistently essential.

9


I think this card has a big problem, in that the Action cards that are available might not be helpful played on another player's turn (if they give +Actions, +Buys, or +$, those are all useless) but even plain +1 Card +3 Actions isn't that overpowered for $3; it's already worse than Port.

I don't think that's very problematic. Even among base game Actions, all but Festival do something useful on another player's turn, and at least for the terminal Action cards, the opponent will usually be happy to play them then if they lack the +Actions to play them on their own turn.

If you play Market, Village, or many other actions on your opponent’s turn, you are just Enchantress-attacking yourself. There needs to be some reason to play an action on another player’s turn to benefit - the most common reason being that it is a terminal (fun other category: hand-size attacks!).

10
Stagecoach
$5 - Action
+1 Card and +1 Action.
You may discard a Treasure for +2 Cards. Each other player may discard a Gold for +2 Cards.

Notes: A Stables variant. It’s a little better for you than Stables but offers the opportunity for others to take advantage as well.

11
Financial Center

+1 Card and +2 Actions.
For every 3 differently-named cards that you have in play (rounded down), +1 Coffers.

Notes: It counts itself. Cornucopia (variety) + Guilds (coffers).

I like Village-variants with large potential upsides that you need to work for (e.g., City Quarter, Swamp Shacks). This concept works better with Coffers than if it just gave coins, as in IRL play you don't need to track how many coins each one gave you.

Card image coming later.

Should I expect a card image in the next 24 hours?

Mock-up link here and updated in my original post: https://shardofhonor.github.io/dominion-card-generator/index.html?title=Financial%20Center&description=%2B1%20Card%20and%20%2B2%20Actions.%0AFor%20every%203%20differently-named%20cards%20that%20you%20have%20in%20play%20(rounded%20down)%2C%20%2B1%20Coffers%20&type=Action&credit=&creator=&price=%245&preview=&type2=&color2split=1&boldkeys=&picture-x=0&picture-y=0&picture-zoom=1&traveller=false&trait=false&picture=&expansion=&custom-icon=&color0=0&color1=0&size=0

12
Financial Center

+1 Card and +2 Actions.
For every 3 differently-named cards that you have in play (rounded down), +1 Coffers.

Notes: It counts itself. Cornucopia (variety) + Guilds (coffers).

I like Village-variants with large potential upsides that you need to work for (e.g., City Quarter, Swamp Shacks). This concept works better with Coffers than if it just gave coins, as in IRL play you don't need to track how many coins each one gave you.

Edit: Card mock-up link: https://shardofhonor.github.io/dominion-card-generator/index.html?title=Financial%20Center&description=%2B1%20Card%20and%20%2B2%20Actions.%0AFor%20every%203%20differently-named%20cards%20that%20you%20have%20in%20play%20(rounded%20down)%2C%20%2B1%20Coffers%20&type=Action&credit=&creator=&price=%245&preview=&type2=&color2split=1&boldkeys=&picture-x=0&picture-y=0&picture-zoom=1&traveller=false&trait=false&picture=&expansion=&custom-icon=&color0=0&color1=0&size=0

13
Quote
Stage coach
5$ Action-Reaction

+2 Coffers
Spend any amount of $ for +1 Card per $1 you paid.
-
When you gain Coffers you may reveal this from your hand to play this.

UPDATE:
Ack!! I totally missed beguiler. Darn. I will change my submission tommorow

Beguiler seems weak to me, Stage Coach less so. A key difference is that Stage Coach offers both coffers and converting Coffers to draw each time you play it, while with Beguiler you need an extra play to convert Coffers to draw. 

14
Weekly Design Contest / Re: Weekly Design Contest #213: GREEN
« on: March 21, 2024, 12:11:29 pm »
... As your main VP source, this only works if you can end the game somehow. The thing is: If you can end the game, so can your opponent. And you're boxing yourself in quite significantly with Monksteads. I'm not sure that Monkstead as a win condition works unless you can get them in like 1-2 turns, and that's already basically the megaturn scenario.

In a two-player game, if one player gets 7 Monksteads, they can use one Monkstead to trash another one, and then gain the last Monkstead to empty its pile (while their opponent won't have that option unless they can surmount the 49 VP from the 7 Monksteads). But I share your general concern that the most common scenario is that Monkstead will be too slow to be worth gaining.

15
Weekly Design Contest / Re: Weekly Design Contest #213: GREEN
« on: March 13, 2024, 01:12:01 pm »
Haunted Manor
- Action Victory
+2 Cards and +2 Actions. Discard a Card.
---
1
In games using this, when any player gains a Victory card during their Buy phase, they put their hand onto their deck in any order.

Notes: It’s somewhat similar to Inn. The on-play effect is stronger than Inn (and it’s worth 1 VP too). However, Inn has a beneficial on gain effect. When you buy Haunted Manor, it usually hurts you. Haunted Manor’s below the line effect makes its sifting a little more valuable, and also makes its 1 VP a more interesting addition to the card.

The below the line effect uses a "gain during the buy phase" trigger (what Merchant Guild changed to after Donald X removed "on buy" triggers) rather than "gain a card you bought" (like Haunted Woods changed to) because I find the former simpler.

16
Factory Town
- Action Duration
+1 Card and +1 Action
The next time you gain a card costing or , +1 Villager.

Notes: Inspired by Taskmaster. But now Gold can also get in on the party. It has a lower reward than Taskmaster, but it’s also a lower risk to fail to trigger it.
 



17
Royal Workshop
- Action
Choose one: gain up to two differently-named cards costing up to that you have not yet gained with Royal Workshop this turn; or you may play an action from your hand twice.

Notes: The gaining limitations reduce the speed at which it empties piles and make it less powerful to Royal Workshop itself for lots of gains.

FAQ: “Up to two” means zero, one, or two.

18
It either needs wording like Kiln or wording like Landing Party / Inspiring to know whether the Duration +2 Cards happens before or after the Attack finishes playing.

Updated! (To "first").

Quote
Also for reference, here’s my entry from the last “next time” contest which is similar:



Quote
Reinforcements - $5
Action - Duration - Attack

+$2

Each other player discards down to 3 cards in hand.

The next time anyone plays an Attack, draw until you have 6 cards in hand afterwards.

I think I like that your card costs $4 so it is easier to spam, and of course there are some other differences.  But maybe check out the feedback I was given over in that contest.

Thanks! I remember now why I had this card in my unposted archives. I created as a possible entry for that contest but once you posted Reinforcements I didn't use it because it was too similar to your submission! 

19
Conscripts
- Action - Duration - Attack
+
Each other player with 5 or more cards in hand discards a card.
The next time anyone plays an Attack card, afterwards +2 Cards.

Notes: It triggers based on any Attack, not just your own (which means that you might discard it during someone else’s cleanup). I think it makes for more interesting gameplay. It helps defend against itself, but the attack isn’t that strong, so it doesn’t seem like that makes it too essential.

If you’re the only one who has a copy, it’s quite weak unless you get more than one, which fits the theme. That can help mitigate first-player advantage, because if you are the only one who opens with Conscripts, it probably will stay in play for a while near the start of the game.

I think it would go well in Dark Ages because that set has so many attacks, but it would probably also fit in mosts set with higher than average attack density.

Edit: Modified the card to clarify that the draw happens before you resolve the attack, per SignError's comment. Then edited to make it happen afterwards so that it’s stronger against “discard down to” attacks.

20


Quote
Redoubt
$3 - Action - Looter

+3 Actions

Gain 3 Ruins to your hand. This turn, after playing a Ruins, return it to its pile.

It uses “after” instead of “when” in the same way that Inspiring does.  The timing of the return to pile matters for Way of the Mouse using Redoubt as the set aside card.

Redoubt is a friendly Looter like Death Cart.  You are tempted by the possibility of Peddler or a Lab.  But some combinations are comparable to $2-cost cards (e.g. Ruined Village x2 + Ruined Mine ≈ Squire). The best effects hinge on Ruined Library.  Careful play order is needed so that the desirable Ruins don’t get buried deep.  Lean too heavily into Redoubt, and the opponent may just gain and trash the Ruined Libraries, leaving you with a mess of stop-cards.  It’s still a double Necropolis if you can get draw elsewhere and have a way to deal with the undesirable terminal Ruins.  And it helps counter the unfriendly Attack - Looters.

Redoubt could partially replace Beggar as a card that gains a lot of cheap cards to your hand.  It has strong synergies as does Beggar, but Redoubt is more usable in a normal kingdom without those specific combos, while Beggar usually just sits there.   Another 2E card can replace Beggar’s defensive Reaction.
I like this but I am pretty sure that this is a $4. Anything but Ruined Village and Survivors is decent. Supposed you get Library, Mine and Market. Then you get Market + 2 Villages.  Suppose you get two Mines and whatever, then this is strictly better than Conclave.

It takes actions to play the Ruins in that example.

I also agree with silverspawn that returning the ruins to the bottom of the pile would make the card more interesting (and less powerful). Edit: to clarify, I don’t think it needs to be less powerful; it doesn’t seem strong as presented. If the ruins returned to the bottom of the pile, I think it could easily cost $2.

21
Cult Leader

Action - Attack
+3 Cards. Each other player may discard an Action for +1 Card. If they don't, they gain a Ruins.
----
When you trash this, +2 Cards.

Notes: Replaces Cultist, of course. Cultist is one of the Dark Ages cards most worthy of being replaced, especially because I entered a Rebuild replacement in a previous contest: https://forum.dominionstrategy.com/index.php?topic=21418.msg896526#msg896526.

22
Weekly Design Contest / Re: Weekly Design Contest #207: Vanilla on the Side
« on: December 20, 2023, 12:58:08 am »
Saddle
$5
Treasure - Duration
Gain a Horse.
At the start of your next turn, you may play an Action from your hand twice

23


Quote
Night Market | Action - Duration | $4
The next time you buy a Curse, trash this.

While this is in play, you can't buy Provinces, and at the start of your turns +$1 +1 Buy

I don't think it's too strong in most kingdoms, but I could see it leading to un-fun games when combined with fast cursing. Suppose no one wants to buy one of the last Curses and lose their Night Markets just to preserve their ability to buy Provinces later. Then all players end up unable to buy Provinces which promotes three-piling on, say, Curses, Duchies, and Estates.

24
Queen’s Court

Action
Choose one: gain up to two differently-named cards costing up to ; or you may play an Action from your hand twice.

Notes: The “differently-named” limitation is to help prevent it from empting piles too quickly.

FAQ: You can choose to gain only a single card costing up to (or no cards at all).

25
Weekly Design Contest / Re: Weekly Design Contest #204: Count up!
« on: November 13, 2023, 05:12:15 pm »



I suggest changing it to say "combined cost in " so that it is easier to understand how it works with debt or potion cost cards, and so that cards with those costs interact with it better.

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