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1
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: February 22, 2020, 01:10:36 pm »
Apprentice does not care about types and Nickel Silver is often better than Herbalist due to its non-terminality.

He means so that you can play the Nickel Silver and then play the Apprentice, so that whatever you trash costs more and gives more +Cards.

2
Variants and Fan Cards / Re: Contest #62: +1 Buy and Use It Well
« on: February 20, 2020, 04:12:10 pm »

3
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: February 14, 2020, 07:01:54 pm »
No rules stipulated anywhere forces you to explain cards and go over the game board with your group. This is not part of setting the game up. You are welcome to chat and help players with game concepts and understanding cards, but again, this isnít something a rulebook forces you to do everytime before a game starts.
You really wanna claim that you would behave like a total jerk and make the other players read the rules about your Strength cards and not explain them to them? Dude, we talk about board games, as in social stuff, not algorithms.
Wherever and with whomever I have played, whoever knew more about a particular game has always explained it. And that happened while/before/after we set up the game.

And would you then play the exact same set with the exact same people and still explain the same things you just explained to them the previous game? According to your "logic," you should, since that's apparently a set up rule. According to your reasoning, all possible entries for this contest would be disqualified.

4
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: February 08, 2020, 09:26:14 pm »
Villager's Backpack
$4
Action
+1 Card
+2 Actions
You may Carry this.
-------
While carried: At the start of each of your turns, +1 Action.

Carrying this is effectively the same as playing a Village every turn, which makes it a cheap Barracks and strictly better than Walled Village. In addition to being way too strong for , there's no real reason not to just permanently Carry it except for a few edge cases.

Blacksmith's Hammer
$7
Action
+2 Cards
You may Carry this.
-------
While carried: At the start of each of your turns, +1 Card.

+2 Cards from an Action is net +1 handsize. +1 Card at the start of your turn is also net +1 handsize, but doesn't take an Action. So, just like Villager's Backpack, there's no reason not to Carry this forever except for a few edge cases. It might as well just be a Hireling that also gives +2 Cards on play.

Woodcutter's Axe
$5
Action
+1 Buy
+$2
You may Carry this.
-------
While carried: At the start of each of your turns, +1 Buy, +$1

Carrying this is effectively the same as playing a Market every turn, for the same price as a single Market, which is way too strong, even though it's technically not strictly better than a Market.

The King's Letter
$5
Treasure
$2
You may Carry this.
-------
While carried: When you gain a card, you may put it onto your deck.

You can just discard this during the Clean-up phase of the same turn, to mimic the effect of Royal Seal. Which makes this strictly better than Royal Seal at the same price.

5
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: February 07, 2020, 05:54:05 pm »

Quote
Judge
$3 - Action - Reaction

+1 Action
Look at the top card of your deck. Draw it, or trash it and draw a card.
--
When you gain a card, you may reveal this from your hand, to put that card onto your deck.

Am I missing something, because this seems like it's strictly better than a Lab? Guaranteed to draw two cards, +1 Action, and the option to trash one of those cards along with a top-decking reaction.

You parsed it wrong. The options are draw it; or trash it and draw a card. Not draw it or trash it, then draw a card.

6
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: February 07, 2020, 04:50:03 pm »
My mechanic is a new card type, Follower. When shuffling your deck, Followers are shuffled separately and placed at the bottom of your deck. By definition, this means they will be played less often, unless you can engineer gaining them to your hand or onto your deck. Followers will usually have the entire discard pile to interact with, so you can do things like this:

Alchemist (Action-Follower, $4)

+1 Action
Do this twice: look through your discard pile and put a card from it into your hand; if you can't, +1 Card.

It's similar to Laboratory, but you won't get to play it as often on average, so it costs less.

Followers is already the name of a card, so you might want to rename the type. Alchemist is also already taken.

7
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: February 07, 2020, 01:15:36 pm »
I assume that Reserve cards would go in the list of "wouldn't work" due to the Tavern mat?

8
Dominion General Discussion / Re: Dominion: Menagerie
« on: January 31, 2020, 10:36:06 am »
Lions, split pile. You gotta buy 5x Lions before you reach the 5x Christians. Play a Lion when you already have a Christian in play, +3 cards, trash any number of cards, +1VP per $1 cost of the cards you trashed.

No one could object to a card like that, right?

Is that a Daniel in the lion's den reference?

I thought it was a reference to Nero, who would put Christians clothed in meat into a gladiator pit with a pack of wild animals who would then essentially eat that person alive.

9
Variants and Fan Cards / Re: Contest #59: Automaton
« on: January 26, 2020, 12:46:45 am »


Hopefully this qualifies. A cheaper Band of Misfits with no cost restriction, but lets the player to your left choose the worse of two cards for it to mimic.

Version History:
v1.0: Original version.
v1.1: Changed cost to .

10
Variants and Fan Cards / Re: Odyssey: A 30 Cards Fan Set in Need of Input
« on: January 25, 2020, 03:38:10 am »
also i still think Architect has a very limited use case when alt-vp isn't present, since
4 estates -> province or
1 duchy + 3 estates -> colony
are the only nontrivial (estate-> estate is trivial) combos you can do w it. Open it up to using whatever as fuel, like a two-turn forge

That would make it bonkers OP. A card that just lets you mass trash whatever cards you want from your hand that you don't even need to have in your hand at the time it's played for two turns AND lets you fairly easily gain an expensive card AND is even non-terminal would make Chapel look like a Scout-tier card in comparison. It's already OP as it is in my opinion.

11
Variants and Fan Cards / Re: Odyssey: A 30 Cards Fan Set in Need of Input
« on: January 25, 2020, 03:29:32 am »
Bushfire - I reveal an Apothecary (cost ) and a Duchy. Which "costs the most?" Those two costs are orthogonal and therefore the answer to my question is "undefined." You have to specify "costs the most ."

Possessed Witch - This card showcases a common misconception. Contrary to evidently popular belief, there's no rule that says that Durations' effects stop when they leave play; Hireling still continues giving you +1 Card each turn even if you manage to trash it while it's in play. Possessed Witch needs to say something along the lines of "At the start of each of your turns that this remains in play" in order to explicitly stop giving Curses once it's out of play.

Town Center - As worded, you don't need the "if you have any Actions remaining" part because it literally just gave you Actions so there's no way for the drawback to not trigger.

12
Variants and Fan Cards / Re: Odyssey: A 30 Cards Fan Set in Need of Input
« on: January 23, 2020, 04:55:16 pm »
Arsenal (Action - Duration)
+2 Cards
At the start of your next turn, +1 Card. At the start of your second next turn, +1 Card.
This might be too much weaker than Hireling for such a small difference in cost.

I agree that it's too weak for , but I disagree with the reasoning. I used to believe that Hireling was brokenly OP, but I've since come around on that belief and have realized that it's actually pretty weak for . This is because Hireling is very slow due to doing absolutely nothing on the turn you play it, whereas Arsenal doesn't have that issue. The reason I'd say it's too weak is because of comparing it to Wharf (granted, Wharf actually is bonkers). Arsenal is essentially a Wharf without the +Buys and with the second draw split between two turns. It's about as close to being strictly worse than Wharf as it can get without actually doing so.

13
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: January 23, 2020, 04:24:45 pm »
A problem I've noticed with almost all of the entries so far is that they play a card from your deck and then discard the other revealed cards. You can look at official cards like Ghost and Golem to see that it should be "discard the other revealed cards, then play that Action." The reason is because, for example, let's say Privateer hits an opponent's Fortune Teller. All of the cards that were revealed by Privateer are still in revealed "limbo," so it's unclear what happens. Are those cards ignored by Fortune Teller's Attack? And if I hit Bob's Council Room and it makes Bob reshuffle, he doesn't get to shuffle the revealed cards in.

14
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: January 20, 2020, 06:43:11 pm »
Quote
Knight Errant
$5 - Action
+$3. Each player (including you) reveals and discards the top 2 cards of their deck and gains a copy of a card they revealed costing from $3 to $6 that you choose.

This is gonna decimate piles in 4+ player games

Not that much more than Jester, I don't think. That said, I think it's almost certainly too weak. Just + is too weak for (Legionary) and I think this is going to be weaker than that most of the time.

jester, only one person is getting a card at a time. this is tossing out 4+ copies each time its played.

Jester gives out one card per player who revealed a non-Victory card. Knight Errant has just as high a cap as Jester.

15
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: January 20, 2020, 05:25:27 pm »
Quote
Knight Errant
$5 - Action
+$3. Each player (including you) reveals and discards the top 2 cards of their deck and gains a copy of a card they revealed costing from $3 to $6 that you choose.

This is gonna decimate piles in 4+ player games

Not that much more than Jester, I don't think. That said, I think it's almost certainly too weak. Just + is too weak for (Legionary) and I think this is going to be weaker than that most of the time.

16
Variants and Fan Cards / Re: Contest #58: Double Double
« on: January 19, 2020, 06:00:14 pm »


A Procession variant whose upgrading portion is optional instead of mandatory.

Procession was changed to exclude Durations due to new rules around tracking.

Another option would be to adopt similar wording to Improve (ie you do the upgrading when you discard the card from play),  which wpuld allow it to be played with Durations. I also don't think the card would be too strong if you could turn Actions into non Actions, or if the trashing was "up to".

Thanks, I completely forgot about that! Fixed, and buffed by changing the cost restriction to "up to."

17
Variants and Fan Cards / Re: Contest #58: Double Double
« on: January 19, 2020, 05:38:26 pm »


A Procession variant whose upgrading portion is optional instead of mandatory.

Version History:
v1.0: Original version.
v1.1: Changed cost limit to "up to" instead of "exactly" and changed wording to work with Duration tracking.

18
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: January 19, 2020, 02:56:05 am »

Promenade (Action, $6).

You may play an Action card from your hand twice.
You may return one of your Villagers. If you did, play it a third time.
---
When you gain this, +1 Villager.

A Throne Room variant that lets you upgrade to King's Court if you have a Villager to hand.
...
Yeah. This is just a more-expensive Throne Room that has a stronger effect than Throne Room. I dunno if it's weak at or not, but it seemed weird to use the term "dead" when that generally refers to something like Stables in a hand with no treasure; or when people make fan cards that do almost nothing unless there's an attack available, etc. Even if the card were just literally Throne Room but costing , I wouldn't think to use the term "dead".

Would this work better as a $5? I wasn't sure initially if it should cost $5 or $6; eventually I erred on the side of caution.

I think $6 is an appropriate cost. I'd generally advise against using busted cards like King's Court as a benchmark to balance other cards and comparing this to the $5 Throne variants it seems clearly much stronger than those to me.
A King's Court once that becomes a Throne Room is much stronger than a Throne Room that never misses (Royal Carriage)?  Crown and Scepter are definitely a very marginal benefit on top of Throne Room, but having a one-time upgrade is also not much of one.  I would not vote a $5 price as overwhelming, merely that the way it plays is dully familiar.
I'd personally prefer its playing be limited in some other way and it generate Villagers in some circumstance.  It would make it feel more different than Throne Room and the other Villager cards.

Yes? King's Court is insane. This is also a Throne with an on-gain Villager which I think would be very strong at $5 anyway.

A big part of why King's Court is insane is because you can KC-KC. Promenade-Promenade, on the other hand, is more akin to KC-Throne Room, which is nowhere near as powerful. KC gets better the more you have, whereas Promenade doesn't.

That said, my main issue with Promenade isn't its power level, but that it's too Kingdom dependent. If the Kingdom has no other sources of Villagers, it's too weak IMO, but if the Kingdom has a way of getting large amounts of Villagers, such as Recruiter or Academy, then Promenade becomes practically just a cheap King's Court. It's always going to be broken in one direction or the other, IMO.

19
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: January 14, 2020, 07:59:55 pm »
Here's my entry. (Mix of Tactician and Fortune)


It doesn't combine and with fortune to quadruple. It's way cheaper than fortune, but doubles before you play treasures, and discards the rest of your hand (meaning no more treasures).

I like this. My only concern is that it could show up in a Kingdom with no actions that give .
Thanks.

There are a decent number that give virtual coin.
Most cards have kingdoms that favor them and those that don't and many are useless (or virtually useless) without support (rats without other trashing, conspirator without + actions, moat when there aren't attacks, etc.). If it's not worth buying, people just don't buy it.

Problem is, you also need the virtual coin to either be non-terminal or have Villages in order to play Profit afterwards. And most virtual coin is +, which makes it very hard to make Profit make more than even a Woodcutter.

20
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: January 14, 2020, 05:51:07 pm »
Promenade (Action, $6).

You may play an Action card from your hand twice.
You may return one of your Villagers. If you did, play it a third time.
---
When you gain this, +1 Villager.

A Throne Room variant that lets you upgrade to King's Court if you have a Villager to hand.

This is especially powerful with cards that provide +Villagers, e.g. Patron or Acting Troupe, since those can be used with for the 3rd play.

For Acting Troupe it's basically +10 Villagers!!

It's practically a dead card if it's the only source of Villagers, though.

How? It's a Throne Room that's a King's Court for the first time you play it.

Yes, but it only costs less than a King's Court. It's so much worse than King's Court for being a similar price.

I guess it's not "practically a dead card," but it's definitely weak for its price if its the only source of Villagers.

21
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: January 14, 2020, 03:00:50 pm »
Promenade (Action, $6).

You may play an Action card from your hand twice.
You may return one of your Villagers. If you did, play it a third time.
---
When you gain this, +1 Villager.

A Throne Room variant that lets you upgrade to King's Court if you have a Villager to hand.

This is especially powerful with cards that provide +Villagers, e.g. Patron or Acting Troupe, since those can be used with for the 3rd play.

For Acting Troupe it's basically +10 Villagers!!

It's practically a dead card if it's the only source of Villagers, though.

22
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: January 12, 2020, 09:01:30 pm »
Based on the post date, it should be about time for a 24 hour warning.

23
Variants and Fan Cards / Re: Contest #57: Fee for Service
« on: January 11, 2020, 03:14:09 pm »
Decided that I like this other new card I came up with better.



A Peddler variant that can Scheme a card (including itself) if you don't spend its . Might be too strong for .

24
Variants and Fan Cards / Re: Contest #57: Fee for Service
« on: January 10, 2020, 03:59:34 pm »
EDIT: This is no longer my submission.


25
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: January 09, 2020, 12:50:29 am »
This is an oldish idea I put in the Really Bad Card Ideas thread, and I got feedback and now, here is the finished version. I hope it fits the theme.

Guild Admiral
$2+
Action-Duration-Command
+1 Buy
+1 Coffers
-------
When you buy this, you may overpay for it. If you do, set this aside, and at the start of your next turn, play an Action card from the Supply costing the amount you overpaid, leaving it there.

BTW, just got Guilds+Cornucopia for Christmas! Yaaaaaaaaay!
I don't think this needs to be a Duration - it's not in play when you buy it. Compare with Horse Traders.

It also needs some way to track how much you overpaid instead of expecting you to remember it for an entire round of play.

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