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Messages - grrgrrgrr

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1
Another idea I have about the Shadow mechanic: couldn't it make the card trash itself if you don't play the card? Similar to the Ethereal mechanic from slay the spire? Though I'm not sure I'd be particularly thrilled if that was the case.

2
Weekly Design Contest / Re: Weekly Design Contest #216: Blue Dogs
« on: April 14, 2024, 11:48:19 am »

This may seem weird, but I really wanted the below-of-the-line not to be part of the on play ability.
Quote
Assisting Dog (Action - Reaction, $4)
+2 Cards
-
When you play an Action card, you may put this into play to replace all occurances of 2/two by 3, 3/three by 4, etc. in that card's instructions.

3
I lowkey hoped/expected to see an expansion to the Night mechanic. Seems like this won't be the case. Oh well. Cool to see the Debt mechanic returning. Also cool that there is enough design space for a 5th wave of events.

And the Prophecies mechanic... man, it's hard to speculate. Could it be an official incarnation to the Edict mechanic? Or is it that at the end of each round, some kind of strange event happens? Or is it that a certain event happens after a meter has been filled, that can be filled by playing certain cards? Jeez, these previews can't come soon enough.

And the Shadow mechanic... it won't be the same as this fan mechanic, right?

4

Quote
Recycle Atelier (Action, $5)
Gain a card costing up to $5. If it costs $5, each other player may trash a card from their hand.

5
Variants and Fan Cards / Re: Fan Card Mechanics Week 86: Quests
« on: April 01, 2024, 12:08:10 pm »

Quote
Penalty (Quest)
1. Trash a Copper
2. Gain a second Province during your turn.
-
At the start of your turns, discard down to 3 cards in your hand.

6

Quote
Donkey Tamer (Action, $3)
+2 Actions
Gain 2 Horses.
-
In games using this, when you get +2 Cards (resp. +3 Cards), instead draw until you have 6 (resp. 7) cards in hand.

7
Variants and Fan Cards / Re: Fan Card Mechanics Week 85: March Matness
« on: March 21, 2024, 07:46:42 am »
I am a little confused why horizontals aren't allowed. I certainly resonate with the 2 card limit though.

EDIT: My new submission:


Quote
+1 Card
+2 Actions
You may discard an Estate from your Shadow mat for +1 Card, or +$1, or +1 Buy.
-
In games using this, when you trash a card, Shadow it.

My old submission:


8
Weekly Design Contest / Re: Weekly Design Contest #213: GREEN
« on: March 13, 2024, 07:04:57 pm »


Quote
Bamboo Forest (Action - Victory, $5)
Discard any number of Action cards from your hand. +$1 and +1 Villager per card discarded.
-
Worth 1% per 2 Action cards in your deck that have no +Action or +Villager amounts in their text (rounded down).

9


Quote
Vase Merchant (Action, $3)
+$2
If you have unused Actions, (not Action cards), +1 Card.
-
In games using this, Silvers are Action cards producing +1 Card, +2 Actions instead of $.

10
Variants and Fan Cards / Re: Revised versions of published cards
« on: March 02, 2024, 08:05:26 am »
I am thinking about a hypothetical Dark Ages 2E, and one of the cards I can see getting cut is Graverobber. This card is very wordy and its abilities get rarely used in tandem. And it's also just pretty weak overall. So I decided to split the abilities into two parts.

Quote
Graverobber first half ($4, Action - Reaction)
Gain a non-Victory card from the trash onto your deck.
-
After playing a non-Duration Action card, you may trash that card and discard this from your hand for +3 Cards.

Quote
Graverobber second half ($5, Action)
Trash a non-Victory card from your hand. Gain a card costing up to $3 more.

11
Can't wait to see some Infirmary games with Ways. The ways stat stand out are:
Way of the Sheep: Let's double our money!
Way of the Squirrel: Let's get an extremely big hand next turn!
Way of the Mouse Workshop: Let's get many $4 costs.


12
Dominion General Discussion / Re: Cornucopia & Guilds 2E
« on: February 12, 2024, 01:02:47 pm »
Now I wanna chime in as well. My guesses, from most likely to least likely.

1. Harvest
2. Fortune Teller
3. Masterpiece
4. Taxman
5. Horse Traders: Terminal money isn't very hot, and the discard 2 cards effect just neuters it too much. The Reaction part is interesting, but wasted on this card.
6. Doctor: This card is clunky and super luck based. Sentinel is everything this wants to be. The overpay effect is kinda cool (it really was before Donate existed), but, again, wasted on this card.
7. Fairgrounds: This is just really dull, basically just a souped up Duchy in most games. The increments are just too poorly done to the point that there is almost never much you can do to make it worth more than your opponent's. I think the cardinal rule for alt VP card design is to always make the increment 1VP.
8. Young Witch: This card is pretty overbalanced to the point that it's pretty much never worth buying unless the board is weak, in which case this card will suffocate the game. It is slightly more tame in this regard than Sea Hag, but not by much.
9. Jester: This is just super luck based and generally really bad.

Of course, many people included Tournament which I can totally get behind. However, I personally think that it makes more sense to just introduce more cards that use the Price mechanic. Though the Prices themselves weren't that well designed either...

13
Dominion General Discussion / Re: Cornucopia & Guilds 2E
« on: February 11, 2024, 05:42:14 pm »
New cards is always very exciting! We kind of knew this was coming, I guess, from what DXV has told, but I don't want to take anything for granted! The 2. editions usually either carry forth the ideas from the removed cards in a better package, or tosses them out for something better, so you'll probably understand that I've enjoyed the 2. editions so far.

In Hinterlands 9 cards got swapped out. The wiki says the update pack is 100 cards, but that might include the bane card, so 9 might still be accurate. Dunno where the wiki has that info from?

Guessing which cards that'll be removed is pretty exciting imo, so this is my take on it currently. I'm guessing 5 gets cut from Cornucopia:
  • Fortune Teller, to fit something stronger/more interesting
  • Farming Village, to fit something stronger (that doesn't skip night cards?)
  • Tournament, to fit something less of a polarizing that still gives prizes
  • Harvest
  • Fairgrounds, to spice it up like Silk Road got with Marchland
4 from Guilds:
  • Candlestick Maker, to fit something more interesting
  • Masterpiece, as the concept's aldready been redone with Delve in Empires
  • Herald, to remove the mandatory playing of Actions, maybe refine it at the same time
  • Taxman, to fit something with more immediate strength
If the Prizes gets updated too I would be ecstatic! I'm all for cards that makes decisions tougher, and some prizes definitely gets more often picked than others.

I was on the verge of making a list as well. I agree with most you said, but I think Horse Traders and Doctor are definitely on the chopping block. And I don't see Herald leaving, and Farming Village and Fairgrounds are a bit of as stretch as well. But I've also got the feeling they'll pull an Embassy somewhere... (and honestly, I kinda feel like Journeyman could be axed; it just lacks an identity unlike most smithy variants).

14
Dominion General Discussion / Re: Cornucopia & Guilds 2E
« on: February 11, 2024, 04:43:40 pm »
Sounds dope! Is this going to be yet another 9 cards replacement?

Anyway: can't wait to see Harvest being finally put out of its misery! And Fortune Teller joining the afterlife with Woodcutter and Chancellor!

15
Variants and Fan Cards / Re: Revised versions of published cards
« on: January 26, 2024, 03:52:54 pm »
I'm hoping if there's a Guilds 3rd edition (with or without other expansions mixed in), it will have events.

As a pure space saver:

"Masterpiece"
Event - $3+
Gain a Copper and set it aside. Put it into your hand at end of turn.
_____________
Overpay: Gain a Silver per $1 overpaid

I'm not personally a fan of Doctor - way too luck based early game and the overpay is clunky. But I like the premise of overpay for deck filtering.

"Doctor"
Event - $3+
Gain a card costing up to $5. Each other player gets +1 Coffers
_______
Overpay: Reveal a card from the top of your deck per $1 overpaid. Trash or discard any number of them.

I like the ideas, but you don't need to resort to the rulebooky "Overpay: ..." for this. You can just add to the event's regular instructions: "You may overpay".

In fact, the whole "Overpay: ..." formulation only exists for Stonemaison. For the other three cards, they could just go with "When you gain this during the Buy phase, you may spend $. For every $1 spent, ...".

16
Variants and Fan Cards / Re: Revised versions of published cards
« on: January 24, 2024, 04:25:26 pm »
I got another idea for Silver Mine

Idea 4
Quote
Silver Mine (Treasure, $5)
Gain a card costing less than this to your hand.

With this, it can also serve as an expansive nonterminal Workshop if there are no interesting Treasures to gain. And of course, it gets quite nuts with stuff like Villa.

17
Sorry for the late reply; time to close this contest without the usual 24h warning! The activity seemed promising at first, but then it fell off completely after december the 20th, resulting into 4 submissions to judge. I really got a feeling this contest isn't very popular anymore. Anyway, judge time!

Wild Plains by BryGuy
Quote
Wild Plains (Action - Duration, $5)
+1 Card
+1 Action
+1 Buy
Now and at your next Start-up, reveal your Deck's top card, you may discard it. If it is a Horse, gain a Cavalry; otherwise gain a Hostelry.
Wild plains is a strong Village gainer, as you can always forego Hostelry's on gain effect, leaving your deck Horse free and make it always gain a Hostelry. The other card, Cavalry, looks pretty painful to get. Especially the first one, as you have to fully count on the Horses that came with the Hostelry. In the most boards, getting the Cavalry as opposed to Hostelry will be mostly be a happy accident. This means that whenever the Hostelry pile empties (which will be fast), Wild Plains will mostly be a glorified Market Square. I don't think it is that interesting to play with tbh.

Swill by Dominionaer
Quote
Swill (Action - Duration, $4)
If this is the first time you played a Swill this turn, at the start of your next turn, discard the top card of your deck. Gain an Experiment per $3 it costs (round down).
As Faust kindly pointed out, gaining an Experiment is the same as gaining 2 horses. Gaining 2 Horses is preferable unless you really want to make use of the fact that there are only 10 experiments in the game. Your submission doesn't seem to make use of that at all. Looking past that, Swill looks absurdly weak; possibly even worse than Scout. Certainly not a winner for this contest.

Models by Will(ow|iam)
Quote
Models (Ally)
At the start of your turn, you may spend 2 favors to gain a shanty town to your hand.
Models is a pretty clever idea for an Ally. It is mostly an ally that makes you wanna have enough Favors at the start of your turn, because in a hand full of terminal actions, or no actions at all, Models is going to be quite helpful. The only downside to this submission is that in a competitive setting, the players may have too few Favors to spend and there may be too many excess Favors to be earned (though I guess several other allies share this problem as well). I'm kinda split on whether this should've been a Project instead.

Farrier by emtzalex
Quote
Farrier (Action, $5)
+3 Cards
You may play a Horse from your hand. If you don't, you may discard a Treasure to gain a Supplies.
This looks like it's making for a pretty self contained drawing engine. In most Farrier games, Supplies will be the only Horse gainer, so all Horses that are in your deck are already in your hand before drawing Farrier; you just hope that you can draw Farrier before spending your last Horse. As such, playing Farrier non-terminally may be somewhat tricky. But that's okay; a Smithy that can generate Supplies is already worthy of the $5 price tag. Playtesting needs to be done to see if this is broken or underwhelming or alright, but the submission seems pretty well thought out.

VERDICT
This leaves us to the winner and runner-up. It was extremely close; almost interchangeable.

Runner-up: Farrier by emtzalex
Winner: Models by Will(ow|iam)

Congratz to Will(ow|iam) for winning this contest and good luck hosting next week's contest. If you have no idea for the next week's contest, you could also do a season's finale.

18
The objective for this week is: Design a card that gains from a specific Kingdom pile.

sorry for asking this question, but does it have to be a specific named card? can we say "set aside a kingdom supply card costing X" or "a card of X type"?

Yes, it has to be a specific pile.

19
The objective for this week is: Design a card that gains from a specific Kingdom pile.

More specifically, the card (or card shaped object) must contain the phrase "gain a [differently named card]". That differently named card must be a Kingdom card from a different pile.

An example is:

Quote
Self serving Smithy (Action, $5)
+3 Cards
-
When you gain this, gain a Village.

This card gains you a Village upon purchase! If the Village pile is in the Kingdom for this game, this card will gain you a Village from that pile. Otherwise, the Village pile is non-Supply pile that is set aside and not counting towards a 3 pile ending.

Some more clearifications:
* If this mechanic gets used in an official expansion, it will only use cards from base game (that are not on the chopping block for E3) or from the expansion it is in. You are obviously not limited to this.
* You can also use Split piles, if these piles have names. For instance, if the card says "Gain a Clash", it gains the upper card from the Clash pile.
* You are also allowed to design the used pile yourself. Make sure that the card is balanced on its own!
* Your card may also gain cards from multiple piles.

20
Yay! Next competition will be up soon! Also congrats to the runner-ups!

21
Weekly Design Contest / Re: Weekly Design Contest #206: Evolution
« on: December 10, 2023, 04:00:04 pm »
I like this idea! I think a Trait that make a pair of piles that exchange for the other one (like Vampire/Bat) could be more interesting, and simpler.

Quote
Shapeshifting (Trait)
If a Supply pile is empty: when you gain or discard from play a Shapeshifting card, trash it to gain a card from the set aside pile.
-
Setup: Set aside an unused Kingdom pile of cards costing the same as the Shapeshifting pile (these are not in the Supply).

Yeah, you are right. My original submission was an attempt to make cards morph into something completely when a Supply pile is empty, but it is kinda convoluted.

22
Attic
$4 Action - Memory
+1 Action
Put a non-victory card from your hand onto your memory mat.
--
At the start of each of your turns next game, put a card from your memory mat into your hand.
Very cool submission, but I think you should rewrite the bottom part to:
Quote
At the start of each of your turns next game, put a non-Memory card from your memory mat into your hand.
That way, you cannot put the Attics you installed at the end of the game into your hand, and I don't think we should be able to transfer Memory cards between games anyway.

23

Quote
Duchy Dance Academy (Victory/Memory, $8)
3%
-
At the start of next game, +1 Coffers

(I used the color code (0,0.4,0) for this)

24
Weekly Design Contest / Re: Weekly Design Contest #206: Evolution
« on: December 07, 2023, 05:54:40 pm »
EDIT: My new submission (following Ethan's comment):


Quote
Shapeshifting (Trait)
When you discard a Shapeshifting card from play, exchange it for a Shapeshifting card of the other pile.
-
Setup: Set aside an unused Kingdom Supply pile costing the same as the Shapeshifting pile. These are also Shapeshifting cards.


My original submission

25
Variants and Fan Cards / Re: Fan Card Mechanics Week 78: He Who Remains
« on: November 28, 2023, 04:42:12 am »
When gain or when buy triggers are usually not modeled as Reactions. Given that you can only play it once, I fail to see why this is not a Victory.
You are right that it doesn't need to be a Reaction. But making it a Victory card was kind of impossible as that would require two separators, which is a no-no.
EDIT: I kinda like to keep the Reaction type as it encourages people to pay more attention to when you can activate it (otherwise, it looks too much like an ordinary Remain/Duration card). And normally, cards with when-gain effects aren't Reactions as the on-gain effect is gone as soon as the card enters your deck. Here, the card will not enter the deck after the Remain part is depleted, and afterwards, you still need to be reminded that it has different play conditions.

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