1
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.
2
Dominion General Discussion / Re: Halloween Kingdom
« on: November 03, 2023, 06:40:00 pm »
Magic Trick combos with Patron but there must be a better way
(also my Literature Club card is feeling very vindicated by Chewbacca)
(also my Literature Club card is feeling very vindicated by Chewbacca)
3
Weekly Design Contest / Re: Weekly Design Contest #198: No Fear When the End is Near
« on: September 15, 2023, 09:36:42 pm »
Way of the Whale
+100 Cards
+1 Action
At the end of your turn, if no game-ending conditions have been met, you lose the game.
+100 Cards
+1 Action
At the end of your turn, if no game-ending conditions have been met, you lose the game.
4
Weekly Design Contest / Re: Weekly Design Contest #198: No Fear When the End is Near
« on: September 10, 2023, 01:54:23 am »
thank you--this is precisely the design prompt I've been trying to win past weekly design contests in order to propose
5
Weekly Design Contest / Re: Weekly Design Contest #190: Nintendominion
« on: June 21, 2023, 01:18:30 am »First Mate Monika approves of this card.I think so, but I've gone back and forth on this question several times now. As First Mate is written...... probably? There's not a huge amount of difference between playing the two cards in one order vs. the other order, I suppose, it's +1 action more or less.
EDIT: This actually raises a rules question. If I play First Mate into Literature Club and then take Just Monika, can I play further Actions?
6
Weekly Design Contest / Re: Weekly Design Contest #190: Nintendominion
« on: June 18, 2023, 10:33:00 pm »7
Weekly Design Contest / Re: Weekly Design Contest #185: It Takes A Village
« on: May 01, 2023, 04:23:18 am »
Tourist Trap
$3 Action
+5 Actions
$3 Action
+5 Actions
8
Weekly Design Contest / Re: Weekly Design Contest #184: Spring is in the Air
« on: April 22, 2023, 08:31:02 pm »Quote
Seed, $3 Action
+1 Card
+1 Action
You may trash this for +1.
All Victory cards have "Overpay: Gain a Seed per $1 overpaid."
Battlefield variant I guess.
9
Variants and Fan Cards / Re: Fan Card Mechanics Week 56: With Great Power
« on: February 05, 2023, 01:47:31 pm »10
Weekly Design Contest / Re: Weekly Design Contest #177: Groundhog Day
« on: February 05, 2023, 01:48:49 am »Quote
GrinderKeep focusing on the same cards over and over until it's time to break out of the loop, but be aware that grinding is a bad habit... you'll definitely need another source of money from somewhere.
$5 - Treasure
+$5
This turn, you can't buy cards you don't have copies of in play.
11
Variants and Fan Cards / Re: Really bad card ideas
« on: January 16, 2023, 04:02:23 am »
R.O.U.S.
+2 Cards
+2 Actions
Gain a R.O.U.S.. Trash two cards from your hand other than R.O.U.S. (or reveal a hand of all R.O.U.S.).
-
When you trash this, +2 Cards.
+2 Cards
+2 Actions
Gain a R.O.U.S.. Trash two cards from your hand other than R.O.U.S. (or reveal a hand of all R.O.U.S.).
-
When you trash this, +2 Cards.
12
Dominion General Discussion / Re: Plunder is online
« on: December 18, 2022, 06:46:46 pm »
Cage is not even indirectly giving you money, is it?
13
Dominion General Discussion / Re: Hinterlands Second Edition "leaked"
« on: June 09, 2022, 03:11:41 pm »
Logically, "Nomads" will set up a one-time effect you use the turn after you buy it.
14
Dominion General Discussion / Re: GPT-3 designed Dominion cards
« on: April 16, 2022, 01:43:43 am »
Genie shouldn't be a Duration, but it's pretty interesting. Maybe not fun, but interesting.
15
Dominion General Discussion / Re: Allies is online
« on: March 09, 2022, 01:08:02 pm »
Carpenter sounds really nice. Using an empty supply pile as a proxy test for how far along the game is and whether your needs from an action card have changed.
16
Dominion General Discussion / Re: Allies Preview 5: More Cards
« on: March 04, 2022, 12:17:54 pm »I don't understand the power level of Importer; isn't it just way too good? Vampire is already a very good $5-card gainer (and yeah, it's non-terminal and does other good things), but it costs $5 itself, not $3. At the very least Importer is strictly way better than Feast, right? Feast trashes itself as a penalty, and costs more. Importer can be used again and again, and you can buy it before the first shuffle.Importer only works every other turn at most. Feast was removed from second edition; it's probably okay to be better than a bad card.
17
Variants and Fan Cards / Re: Really bad card ideas
« on: March 03, 2022, 03:44:11 pm »
Lich Attracts Lich
Every player skips a turn.
Every player skips a turn.
18
Variants and Fan Cards / Re: Dominion Card Image Generator
« on: February 28, 2022, 06:38:10 pm »
Best I've been able to get so far at mimicking the Ally color.
19
Dominion General Discussion / Re: Dominion: Allies Teaser
« on: February 25, 2022, 07:38:08 pm »
All six uses of the word "rotate" are on the same card, it's a series of dance moves
20
Variants and Fan Cards / Re: ⭐Holiday Fan Card Contest: Round Robin⭐
« on: January 07, 2022, 06:47:13 pm »21
Variants and Fan Cards / Re: ⭐Holiday Fan Card Contest: Round Robin⭐
« on: December 28, 2021, 10:59:10 pm »
I had Confused, by faust:
.....
Many discarded drafts treated Confused like a project, giving it to you unconditionally, but that was uninteresting. Other drafts included various things that would cause you to return Confused, either voluntarily or otherwise, peaking in a Duration that stayed out until you returned both it and Confused, at which point I decided that if such conditions didn't appear on Confused itself, they probably shouldn't appear anywhere at all. Instead I decided to impose a different barrier besides price: assembling a deck with a focus on one action card, in preparation for being able to use Confused to play that action card a lot. The other problem with many of the pseudo-project drafts was they made the kingdom card near-useless after taking the state, and gave no incentive for buying more than one copy of the card: giving the player +3 Actions solves this problem by being moderately useful either with or without the state. The discard/draw part is less essential but helps keep the card interesting even if you're not interested in taking the state at all. One draft trashed the three identical cards instead of simply revealing them, but that didn't seem very fun, plus it could trash itself, which had the risk of leaving the player with no +Action cards to use on their Treasures, so I made up a complicated way to let the player buy another one for free, and, idk, it was getting too far away from the point.
Quote
Bewilderbeest, Action, $4:
+3 Actions
Discard a card, then draw a card.
You may reveal three Action cards from your hand that all have the same name, to take Confused.
.....
Many discarded drafts treated Confused like a project, giving it to you unconditionally, but that was uninteresting. Other drafts included various things that would cause you to return Confused, either voluntarily or otherwise, peaking in a Duration that stayed out until you returned both it and Confused, at which point I decided that if such conditions didn't appear on Confused itself, they probably shouldn't appear anywhere at all. Instead I decided to impose a different barrier besides price: assembling a deck with a focus on one action card, in preparation for being able to use Confused to play that action card a lot. The other problem with many of the pseudo-project drafts was they made the kingdom card near-useless after taking the state, and gave no incentive for buying more than one copy of the card: giving the player +3 Actions solves this problem by being moderately useful either with or without the state. The discard/draw part is less essential but helps keep the card interesting even if you're not interested in taking the state at all. One draft trashed the three identical cards instead of simply revealing them, but that didn't seem very fun, plus it could trash itself, which had the risk of leaving the player with no +Action cards to use on their Treasures, so I made up a complicated way to let the player buy another one for free, and, idk, it was getting too far away from the point.
22
Variants and Fan Cards / Re: ⭐Holiday Fan Card Contest: Round Robin⭐
« on: December 20, 2021, 07:00:09 pm »The format I expect is "Choose one: [something that affects all players], or [something that affects only you] and take Forbidden." But it might end up being something else entirely, by nature of round robinning!QuoteForbidden
State
For the rest of the game, when any player (including you) plays X, it doesn't affect you.
This seems like it might work better as an Artifact. As a State, it makes whatever card gives you it a one-time-use card, making it junk for the remainder of the game. But as an Artifact, you could have a card that says "Do X, then take Forbidden". Then Forbidden would be like Lost in the Woods, and would typically end up moving between players (unless only one player buys that card)
23
Variants and Fan Cards / Re: ⭐Holiday Fan Card Contest: Round Robin⭐
« on: December 18, 2021, 09:34:55 pm »Quote
Forbidden
State
For the rest of the game, when any player (including you) plays X, it doesn't affect you.
24
Variants and Fan Cards / Re: Fan Card Mechanics Week 21: Curse you!
« on: September 29, 2021, 09:45:01 pm »
When Embargo meets Bargain, the result is a creepy crossover we just had to call...
25
Other Games / Re: Winter Kingdom
« on: September 15, 2021, 01:53:27 pm »
I played this Sunday for the first time and liked it. The decoupling of special abilities from exact positions on the board does a lot to reduce snowballing... if your first couple turns are badly chosen, you're not locked out of the rest of the game as much as in Kingdom Builder. The tunnels being available to everyone likewise makes it easier for everyone to travel all across the board, which is where a lot of the fun of the game comes in. Each player has a hand of enough different abilities that they should hopefully all average out to similar power levels, though I imagine it could be frustrating to draw a hand of all movement abilities or all placement abilities, rather than a mix of the two. We did have one player who thought there were just too many possible moves for too many competing objectives at all times, but that's kind of the point of the game. I do think, though, that the rules could have put a little less emphasis on saying everything in as few words as possible, and instead focused more on clarity.