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1
Variants and Fan Cards / Re: Fan Card Mechanics Week 21: Curse you!
« on: October 12, 2021, 11:51:12 am »
On Cursed Cargo
I donít think itís clear how long this stays in play.  Is the intent that it stays in play until you run out of Curse tokens, when the Curse pile empties, or both?
I checked Crypt and used its wording, since Durations check at clean up whether they can do something next turn.
So it should only stay while you have Curse Tokens: Coppers/Curses do not trigger its duration effect.

The way I want it to work, is if you end up with multiple Cursed Cargo you might play them in such a way that one or more of them end up with 3 Cursed Cargo and 1 Curse Token.
One cursed cargo takes away the last Curse Token.
Two cursed cargoes left each give a curse since  you no longer have Curse Tokens.

I'm imagining interactions with other cards that give/remove Curse Tokens to you/others that might mess with your Cursed Cargo!

THE POINT: It should stay around until you run out of Curse Tokens.

Also after thinking about it, $4 is far too cheap, it should be $6! at least?

It shouldn't have the dividing line if that's supposed to be part of its on play effect. The unnecessary diving line makes it unclear when the below-the-line effect is supposed to be active. See, well, Crypt:

See, no dividing line.

Wording issues aside, this is actually way too weak imo. If you use it like Workshop (gaining cards that cost or less), it's Workshop with a downside (both being slow because of staying in play, and potentially costing you ). Even just getting a causes it to be in play for a total of 3 turns! And it just gets even slower from there.

2


Quote
Ritual Attendant - $3+
Action - Attack - Fate - Doom
Receive a Boon. Each other player receives the next Hex.
----
When you buy this, you may overpay for it. For each $1 you overpaid, discard the top Boon and Hex. You may remove 1 Hex and/or 1 Boon discarded this way from their pile.

A cheap/weak attack that can be made better by thinning the Boon and Hex piles. I am not sure if it is priced correctly for the ability to get both a Boon and hand out a Hex, but the randomness early on should make it harder to maximize the effectiveness of either part. Hate buying a single Ritual Attendant to get rid of the most damaging/beneficial cards from each pile is definitely an option. I originally tried having it have a base effect of +1 Buy or +$1, but was not sure if it could stay cheap enough for the overpay ability to be used. Feedback is more than appreciated.

Shouldn't this fail to qualify for the same reason as The Alchemist's Bibliothecary? It's also a "pay for 1 thing" overpay.

not quite - the things are flattened into one thing (well, one removal from each pile) regardless of how much you overpay. If someone wanted to make a "for each $1 you overpay, reveal the top card of your deck. Put one of the revealed cards onto your deck, and discard the rest", that would also qualify. The intermediate step scales at 1:1, but the end step is ∃:1.

Isn't that how Stonemason works too, though? Its intermediate step is determining the cost of the gained card, so its intermediate step scales at 1:1, but the end step is ∃:1. Or does this count as unique because overpaying with does nothing, unlike Stonemason?

3


Quote
Ritual Attendant - $3+
Action - Attack - Fate - Doom
Receive a Boon. Each other player receives the next Hex.
----
When you buy this, you may overpay for it. For each $1 you overpaid, discard the top Boon and Hex. You may remove 1 Hex and/or 1 Boon discarded this way from their pile.

A cheap/weak attack that can be made better by thinning the Boon and Hex piles. I am not sure if it is priced correctly for the ability to get both a Boon and hand out a Hex, but the randomness early on should make it harder to maximize the effectiveness of either part. Hate buying a single Ritual Attendant to get rid of the most damaging/beneficial cards from each pile is definitely an option. I originally tried having it have a base effect of +1 Buy or +$1, but was not sure if it could stay cheap enough for the overpay ability to be used. Feedback is more than appreciated.

Shouldn't this fail to qualify for the same reason as The Alchemist's Bibliothecary? It's also a "pay for 1 thing" overpay.

4
Totem
Action $4

+1 Card
+1 Action
______________________________________________________________________________________________________________
While this is in play, when you buy a non-victory card you may overpay $1 per $2 it costs (round up). If you do gain a copy of it.



- Don't know if this is in the rules for this or not, so apologies if it isn't.
This qualifies, this is a novel way to use overpay. If you use this with, say, Masterpiece, do you also do Masterpiece's overpay (that is, is it double dipping)? Or are the two forms of overpay separate?

If you have enough money available you can use either or both overpay options.

Note though that the additional card from Totem is gained, not bought, so you can only use the overpay option on the card you initially bought, not the second copy gained with Totem. This only makes a difference with Stonemason though.

That doesn't really answer spineflu's question. What he meant was, if you buy Masterpiece and overpay by , do you gain an extra Masterpiece and 2 Silvers, or would you have to overpay for Totem's effect and another for Masterpiece's overpay separately? I gather from your "if you have enough money available" qualifier that you intend for the latter?

5
Weekly Design Contest / Re: Weekly Design Contest #130: Sidekicks
« on: October 08, 2021, 01:00:54 pm »


Farmer: Forms a split pile with Farmland. 5 Farmers then 5 Farmlands, independent of player number.

The on-play effect alone seems too strong for a $4 cost. At the start of a (non-Shelters) game, this effect is quite a bit better than Laboratory.

The on-play is a risky peddler that requires a collision with a victory. Even when it does collide, it's just a peddler with a single card restricted cellar effect, which is already a weak $2. The people on the discord in fact preferred the on-play priced at $3, not $4, so I don't think it's better than a lab in the open.

Do the people in discord know that discarding a victory card's not a real cost in early game, so it's better than a peddler? And how is it risky when it's always a cantrip, and when it's not better than that your hand is already really good? There isn't always trashing.

Also, without the coin, this is comparable to fugitive.

I agree that it's better than Peddler early on, but I definitely don't agree that it's "comparable to Fugitive" without the coin. Fugitive discards after drawing (which is much stronger) and can't whiff to be just a plain Cantrip.

6
Weekly Design Contest / Re: Weekly Design Contest #130: Sidekicks
« on: October 02, 2021, 01:24:22 pm »
I donít know if itís necessary to reveal cards in your discard pile and hand rather than looking through it (a la Hermit).  I donít think accountability would be an issue since it should be clear where the trashed Coppers are coming from (but if itís a concern, it could be done sequentially from the hand then the discard pile).

The revealing is necessary because the Copper trashing is mandatory. Your opponents don't get to look through your discard pile and hand to make sure there aren't any Coppers you're lying about not being there to trash.

7
Weekly Design Contest / Re: Weekly Design Contest #129: In Play
« on: September 28, 2021, 07:31:08 pm »
It would have cost $5, and been "+$2. You may trash a card you have in play. If you did, gain a card costing exactly$1 more."

I don't think that's a $5-cost card.  It's arguably better than Improve, but not unequivocally.

In fact, I'd say that's actually WORSE than Improve. It's basically just Improve but you have to have the target card in play at the time you play Recast instead of by the end of your turn. That's significantly worse, and the only advantages that version of Recast would have over Improve are being able to activate on-trash effects at a more convenient time and being able to play the gained card in the same turn. Both of those are minor advantages compared to the huge disadvantage of not being able to trash cards that are played after Recast.

8
Weekly Design Contest / Re: Weekly Design Contest #129: In Play
« on: September 26, 2021, 04:27:49 pm »
24 hour warning should've been yesterday...

9
Weekly Design Contest / Re: Weekly Design Contest #129: In Play
« on: September 19, 2021, 11:19:08 pm »

10
Weekly Design Contest / Re: Weekly Design Contest #128: Look at the trash!
« on: September 14, 2021, 01:06:50 am »
Old Drum is crazy. Even if you do not intend to exchange it, a cantrip trasher for $3 is overpowered as you can open with two copies of it.

The Instruments start in the trash. You can't open with one copy of it, let alone two.

11
Weekly Design Contest / Re: Weekly Design Contest #128: Look at the trash!
« on: September 11, 2021, 11:14:50 am »


Foundry
Action ($4)
+1 Action
Trash a card from your hand.
Choose one: +1 Card; or draw until you have 2 cards in hand for each differently named Treasure in the trash.

Thinking back to the DtX contest and I thought the idea of a "variable" DtX was really interesting so I wanted to give it a try. It also has a +1 Card option for better use early on.
Hopefully the wording on the DtX part makes sense, I'd be happy to hear any suggestions on how to make it clearer if anyone has any :)

EDIT: Lowered price to $4, made trashing mandatory, and changed it to only count Treasures but for 2 cards each instead of 1.

I think this buff makes it too strong for just .

12
Weekly Design Contest / Re: Weekly Design Contest #128: Look at the trash!
« on: September 11, 2021, 12:42:56 am »


Foundry
Action ($5)
+1 Action
You may trash a card from your hand.
Choose one: +1 Card or draw until you have 1 card in hand per differently named card in the trash.

Thinking back to the DtX contest and I thought the idea of a "variable" DtX was really interesting so I wanted to give it a try. It also has a +1 Card option for better use early on.
Hopefully the wording on the DtX part makes sense, I'd be happy to hear any suggestions on how to make it clearer if anyone has any :)

I feel like it's very unlikely for the 2nd option to draw any cards at all, let alone multiple. Which would make this a pretty sad $5, considering that the first option is usually worse than Sanctuary for 3 reasons: 1. No +Buy, 2. trashes instead of Exiling (Exiling is almost always better, except for Curses), and 3. does so before drawing.

13
Weekly Design Contest / Re: Weekly Design Contest #128: Look at the trash!
« on: September 09, 2021, 09:02:19 pm »
I don't really see how Thief qualifies, considering that it only cares about what it trashed.

14

Quote
Stronghold - $3
Action/Duration

+2 Actions
The first time any player (including you) plays an Attack before the start of your next turn, +2 Cards.

Clarification: This stays in play until the next turn if you did not play an Attack after playing it, and otherwise is discarded on the same turn.

I don't think it's clear whether you get the +2 Cards before or after the Attack is resolved.
No? I figure when-X effects always happen before X. This is like a when-play effect. But I guess official cards tend to come with the "first" for clarification.

When-gain and when-buy both happen AFTER gaining/buying, respectively. And all official cards that trigger from something being played either say "when a card is played, first X" or "after a card is played, X," for clarity's sake.

15

Quote
Stronghold - $3
Action/Duration

+2 Actions
The first time any player (including you) plays an Attack before the start of your next turn, +2 Cards.

Clarification: This stays in play until the next turn if you did not play an Attack after playing it, and otherwise is discarded on the same turn.

I don't think it's clear whether you get the +2 Cards before or after the Attack is resolved.

16
Variants and Fan Cards / Re: Fan Mechanics Week 19: Join the Queue
« on: September 06, 2021, 01:30:39 am »
My Submission:


Quote from: Into the Woods
INTO THE WOODS

[Card art shows a black and white drawing of a dark forest, with the outlines of trees covering most of the image and grass in the foreground; an eerie light glows from the center of the image]

Queue all of the Action and Night cards you would discard from play this turn.

During your Night phase, you may discard this from your Queue to play an Action card from your hand.

Cost: $3
NIGHT
                   

Is the fact that you can play Into the Woods and then immediately "call" it intentional?

17


Quote
Embark
Event
You may set aside an Action card from your hand. At the start of your next turn, play it.

I might be missing something (and believe me, it's been happening a lot to me lately), but isn't this just Delay, except it now costs $3?

You aren't, it is exactly just Delay for instead of .

18
Variants and Fan Cards / Re: Fan Mechanics Week 19: Join the Queue
« on: September 01, 2021, 01:04:18 am »
Quote
Breadline - $4
Night
Queue a card from your hand or the top card of your deck.
You may Queue a Copper from play per $1 it costs.
----
Setup: Each player Queues 4 Copper from the supply.

A Monastery/Chapel variant that uses Queue to get rid of Coppers instead of trashing them. It alters the start of the game as you start with 4 Copper in Queue, so even if you do not Queue anything else, everyone will have a 6 card hand for the first 4 turns. Breadline lets you keep this perpetual extra card effect going and prevents you from being swamped with Copper later in the game. I priced it at $4 for this reason. I imagine games will accelerate quickly with the bonus buying power at the start. Feedback is appreciated.

The setup clause does shake up the opening quite a bit, since players start with a deck of 3 Coppers and 3 Estates.  The most amount of coins you can have (in the majority of kingdoms with Breadline) in Turn 1 will be $4.  You also have a fairly high probability of seeing your Turn 1 purchase on Turn 2, since you will need to shuffle after Turn 1.

My initial concern when I saw this was that this could lead to swingy openings.  Say, for example, Player 1 has $4 (starting hand of 3 Coppers, 2 Estates, and adds a Copper from the Queue) on Turn 1 and buys a Militia.  At Clean-up, Player 1 draws their remaining Estate, shuffles, and draws their Militia, 2 Coppers and an Estate.  Player 2 only has $3 on Turn 1 (starting hand of 2 Coppers, 3 Estates, and adds a Copper from the Queue) and buys a Silver.  At Clean-up, Player 2 draws their remaining Copper, shuffles their deck and unfortunately for them draws 3 Estates and a Copper.  On Turn 2, Player 1 adds a Copper from the Queue and plays Militia (Player 2 discards 2 Estates) and is able to buy a $5 cost card.  Player 2 adds a Copper from the Queue, but again only has $3 to spend.  You essentially end up with an "opening split" of $4/$5 for Player 1 and $3/$3 for Player 2.             

You're misunderstanding the setup clause. You Queue 4 Coppers from the Supply in addition to your starting Coppers, not from among them.

19


A Village that Catacombs-ifies your next draw. Same name as emtzalex's entry, I know, but the prompt kinda limits the design space as far as names go.

Edit 1: Increased price to as suggested by people on Discord.

Edit 2: Reverted price back to .

20
Variants and Fan Cards / Re: Fan Mechanics Week 19: Join the Queue
« on: August 31, 2021, 07:27:38 pm »


Limited to exactly 5 so that you can't continually force opponents to set aside the same Action turn after turn nor make opponents miss a turn by setting aside their whole hand.

why's this a duration?

Because it originally played at the start of your next turn and I forgot to drop the Duration type.

21
Variants and Fan Cards / Re: Fan Mechanics Week 19: Join the Queue
« on: August 31, 2021, 07:08:50 pm »


Limited to exactly 5 so that you can't continually force opponents to set aside the same Action turn after turn nor make opponents miss a turn by setting aside their whole hand.

22
Weekly Design Contest / Re: Weekly Design Contest #126: Seeking an Heir
« on: August 30, 2021, 09:19:23 pm »
Results
I mocked up any cards that didn't already have mockups (and that I could find good art for). I made sure to use the exact same wording as the creators did.


Spectacle
Fireworks
--
X-tra
A Night version of a Worker's Village that returns to your Action phase. A very creative entry that looks like a lot of fun to play with. Great job on this one, X-tra.



Port Clerk
Quill
--
Xen3k
An Action card that gives + for each unique Treasure you play this turn (extra + for one-shots, since it only counts Treasures in play). I think it would seem pretty sad for if it didn't come with an Heirloom to boost both the unique Treasures in use and the unique Treasures you start with. However, the Heirloom that it comes with balances it beautifully.



Road
Shortcut
--
4est
I think this is far too weak. Even with Shortcut, you need to play a lot of them for them to be consistently worthwhile. Especially since there are only 10 Roads; by the time they're reasonably useful for more than just being plain cantrips, the pile's empty or nearly there. And in 3 and 4 player games, you're decently unlikely to even get enough Roads for them to be useful.



Bridgestone
Stone
--
majiponi
I don't really have much to say about this. A pure vanilla card isn't exactly exciting.



Night Drive
Carriage
--
faust
I think this will gain too many Horses too easily; in the Secret History for Menagerie, Donald said he tried a card that terminally gained 3 Horses, and just that was too many. Especially since this only trashes from play, so it'll mainly trash Coppers and cards that cost . Plus it can always just trash itself to non-terminally gain 5 Horses.



Royal Signet
Weighted Coin
--
lompeluiten
I don't really find this much more interesting than Throne Room. Granted, Throne Room is one of the most exciting base set cards in my opinion, so it's still decent. But it's also kind of a boring version of Counterfeit.



Lightning Rod
Lightning
--
mathdude
A very unique Reaction trigger with a very unique top. But, it's kinda sad that half the vanilla bonuses it can give (one of which it always gives) is useless when an opponent triggers it. It's not bad, but there were other submissions I thought looked more fun to use.



Labor Guild
Leverage
--
spineflu
Either Merchant Guild or Merchant Guild but with Villagers depending on whether the cost in of the bought card is even or odd. Even without the presence of Leverage to help make even-costs odd and vice-versa, I think this is too good compared to Merchant Guild to share the same cost.



Chop Shop
Burglary Tools
--
emtzalex
I agree with segura that this is way too good, for the same reasons. I also don't really see the reason for it being an Heirloom card (other than the obvious "that's the prompt"), since Burglary Tools either just decreases the cost of both the trashed card and the gained card (thus doing nothing for its Remodeling ability) or makes Chop Shop even more OP by allowing it to Expand your cards.



Jeweller
Emerald
--
AJL828
A very neat variable Cantrip gainer. Like Port Clerk, the Heirloom helps balance this card out wonderfully, but even more so. Another excellent submission.



Woodsman
Lumber
--
anordinaryman
As you pointed out, being a Reserve card amps up the strategic implications of this card dramatically. I love it.



Night Worker
Torch
--
NoMoreFun
A stronger combination of Armory and Ironworks. Not bad, but there were more interesting submissions.



Shipwright
Mooring
--
xyz123
Takes two Shipwrights to be able to Shipwright a , but one has to be played during the Night before you play a different one in a later turn (during which you call the Shipwright). Seems like a pretty huge pain for the effect you get, and the below-line ability is otherwise pretty niche imo since it doesn't give you any vanilla bonuses like Villa or Cavalry do. Plus I don't really like that you can return to your Action phase in the middle of resolving a Treasure card.



Brooch
Clasp
--
JW
A Treasure trasher that can only trash Estates if combined with Clasp. Feels kinda uninspired since Goat exists, especially since Goat is an Heirloom.



Souk
Lantern
--
Timinou
A very interesting non-terminal DtX that also allows gain-and-play shenanigans. I like it. My only worry is that it may be too strong in a big money strategy.



Record
Quill Pen
-
Aquila
A Scheme Event variant. I'm not sure it needs the cost restriction to be balanced; Scheme only needs to be bought once, and can potentially be played every turn.



Testing Room
Prototype
--
The Alchemist
Coincidentally very similar to Souk, which was posted shortly before it. I'm afraid Souk did this concept better imo.



Carnival
Beer
--
grep
I love the bottom part of Carnival. However, the top part isn't so exciting. Since it's the type of card you'd generally want to spam, I think it could just be a Market and play out very similarly if not largely the same.



Another batch of excellent submissions.

Honorable Mentions (Unordered): Port Clerk/Quill by Xen3k, Lightning Rod/Lightning by mathdude, Souk/Lantern by Timinou, and Carnival/Beer by grep

Runners-up:
3rd place: Jeweller/Emerald by AJL828
2nd place: Woodsman/Lumber by anordinaryman

Winner: Spectacle/Fireworks by X-tra

23
Weekly Design Contest / Re: Weekly Design Contest #126: Seeking an Heir
« on: August 30, 2021, 07:52:50 pm »
Submissions closed!

Results will be posted shortly.

24
Just played a game in which Lord Rattington used Scrap on a Province. This can sometimes be a good strategic decision, but I don't think this case was one.

I Scrapped a Colony in order to end the game once. It was the right decision.

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