Dominion Strategy Forum

Please login or register.

Login with username, password and session length

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.

Messages - Aquila

Filter to certain boards:

Pages: [1] 2 3 ... 12
1
So the results of the poll show a lot of people said maybe, and I was one of those. I thought some more, and wondered if the format couldn't be better for this. Quite often somebody could post a brief and it would be like solving a puzzle. Once somebody posts a sound answer, it's either great in itself or others suggest small tweaks to it. So leaving a whole week would be quite boring.

So maybe all it would take is a thread where people post briefs and answers to them on a free basis, and then either on the first post or on another thread a list of the kingdoms could be put up for easy reference.

Option 5: I'd participate if using fan cards is allowed in the kingdoms. (which I know it probably won't be)
Could start a similar thread on the variants forum for this.

Is this better?

2
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: May 29, 2020, 06:49:47 pm »
This may be crazy:
Quote
Way of the Hedgehog
Choose one: put this on your Tavern mat and +1 Action; or play a non-Reserve Action on your Tavern mat (which can't follow a Way), and if you did return this to your hand.

Your Actions can hibernate in the Tavern until their optimal time, and you only need to have an Action in hand to call them off (only not 'call' them). They're literally put in reserve, so the Tavern mat is the one to use for this effect over Exile, cleanly avoiding all the Exile interactions. Reserve combos, I think it's just Distant Lands and Teacher, and I'll let those slip by.

+1 Action on the move to the mat, or no +1 Action? That is my current question. It's not clever too often to terminally put an Action in reserve, but trashers you're done with, Ruins, terminal draw at a bad time... Adventures tokens working twice too, on the reserving and the call off (the Way use limitation is there to stop infinite Hedgehog-ing for infinite token boosts).
Overall the cases for keeping it there are strong enough, and these mentioned combos are safe in the light of some mousey and chameleonic combos we already have.

Hey Aquila, my english is not so good, so please help me to understand: when you say "which can't follow a way", do you mean "the card can't be played as a way" or "the card can't be played right after a card played as a way"?
The first one, the card can't be played using a Way if you play it from the Tavern mat. It seemed the most natural and clean wording to use; you follow a path, you follow the way.

Still, Faust brought out what I needed to see about this, it is crazy in that it does too much, you do indeed use it in any kind of engine to make shuffle luck much less of a thing. Way of the Turtle covers just the interesting field. This may be made to work as a kingdom card for reduced accessibility, but not as a Way.

So a new entry:
Quote
Saddler/Bridle - Action type split pile, 5 Saddlers on top of 5 Bridles.

Saddler - Action, $3 cost.
+1 Action
Choose one: gain a Horse; or draw until you have 5 cards in hand.

Bridle - Treasure, $5 cost.
$2
When you play this, you may play a Horse from your hand. If you do, return to your Action phase.
Inspired by Watno's Wages/Day Labourer from contest #9, which I regret underrating. I worry a little bit that there's swinginess in lining Bridles and Horses up, especially if you have several Treasures in deck to play down with the Bridle for reducing hand size for Saddler.

3
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: May 28, 2020, 05:47:42 pm »
This may be crazy:
Quote
Way of the Hedgehog
Choose one: put this on your Tavern mat and +1 Action; or play a non-Reserve Action on your Tavern mat (which can't follow a Way), and if you did return this to your hand.

Your Actions can hibernate in the Tavern until their optimal time, and you only need to have an Action in hand to call them off (only not 'call' them). They're literally put in reserve, so the Tavern mat is the one to use for this effect over Exile, cleanly avoiding all the Exile interactions. Reserve combos, I think it's just Distant Lands and Teacher, and I'll let those slip by.

+1 Action on the move to the mat, or no +1 Action? That is my current question. It's not clever too often to terminally put an Action in reserve, but trashers you're done with, Ruins, terminal draw at a bad time... Adventures tokens working twice too, on the reserving and the call off (the Way use limitation is there to stop infinite Hedgehog-ing for infinite token boosts).
Overall the cases for keeping it there are strong enough, and these mentioned combos are safe in the light of some mousey and chameleonic combos we already have.

4
Dominion General Discussion / Re: Weekly Kingdom Design Contest?
« on: May 20, 2020, 07:12:03 pm »
Nice to see the initial interest, but I feel there could be more. I've made a week-long poll, please fill it in even if you're not interested.

Thanks

5
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: May 20, 2020, 07:00:27 pm »
The Treasure:
Quote
Swan - Treasure, $0* cost.
$2
When you next buy a non-Victory card this turn, exchange this for a copy of the bought card.
(This is not in the Supply.)

And 2 gainers:
Quote
Swannery - Project, $5 cost.
When you shuffle to make a new deck, first gain a Swan.

Quote
Swanherd - Action, $5 cost.
Gain a Swan. You may trash a card from your hand, then +1 Card per card you've trashed this turn.

Swans could be eaten for meat during medieval times, and monks could keep a swannery to sustain themselves or provide a meal for important guests. Their feathers could also be used for hats and quill pens. And yes, someone appointed to manage the swannery was/is called a swanherd.

Swan is similar to Feast to reflect those distinguished meals they made, becoming a copy of a bought card and giving $2 towards that card. That can speed the game up a fair bit, so its gainers need to not be too fast themselves.

Swannery gets you one Swan per shuffle. As you get more Swans the deck usually gets thicker, decreasing the gain rate; unless of course you gain drawing power, so there could be a better gain trigger here.

Swanherd likes having a lot of cards to trash (to have a kind of connection to Goatherd), and Swans help there. I could've just made it 'gain a Swan' but that's a bit boring. Adding +Action is tempting but feels a bit crazy. It's trashing, payload and a bit of draw already.

6
Dominion General Discussion / Weekly Kingdom Design Contest?
« on: May 16, 2020, 05:55:28 pm »
Over on the Variants forum we have a weekly contest to design fan cards, and I thought we could easily have just the same for designing really interesting kingdoms (of official cards). Dominion is that big and expansive now that it could be fun.

So how it would work: each week, somebody thinks of a central theme or concept they want to see in a kingdom, then others try to design a kingdom to fit the brief. Then the contest setter judges each kingdom design and chooses a winner, and that winner gets to pick the brief and judge for next week. Time rules aren't rigid, of course, because life.
The spirit wouldn't primarily be about winning weeks, but to come up with games that people look at and want to go and play at their next games evening/online/etc.

Would this be interesting? Would it help to create more fun Dominion? Is it already done somewhere, like on Discord (I'm not on there)? Or is there a better format?

7
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: May 12, 2020, 09:08:34 am »
Quote
Instruct - Action, $5 cost.
Do these in any order:
gain a Silver;
put a card from your discard pile into your hand;
trash a card from your hand and gain a card costing up to $1 more than it.

Quote
Quicksilver - Action Reaction, $4 cost.
+2 Cards
-
When you gain a card, you may discard this to exchange the gained card for one costing up to $2 more than it.

I made Instruct before, though it's now at $5 to be balanced. Quicksilver is a simple thing that's often just a Silver but does crazy stuff here.
Edit: just to reiterate more, each is designed to be a separate, unrelated kingdom pile. If you select them both, wild times; if you select just Instruct, a diverse, flexible, adaptable card; just Quicksilver, something you'll often pick up over Silver.

8
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: May 11, 2020, 09:07:33 am »

I thought Exile would be a good fit for a Lookout-ish trasher because it means it's much less of a disaster if you hit 3 good cards. This is a last minute attempt at something along those lines.

It seems prudent to mention that Donald's testing found that it's bad to Exile useful cards. I guess it feels awful when another player empties that pile out or something.

I know it's a bit last minute to bring this up, but where are you getting this from? A bunch of the official cards are exclusively used to, or give incentive to Exiling useful cards.

Yeah, I remembered Displace after I posted this. This is from the Menagerie Secret History:
Quote
The cards that tried to save cards for later in Exile included one suggested by Matt, that seeded Exile with something and always made you swap. Initially it was Silver but that was nuts; then it was Copper and well, did I mention you don't really want to put your good cards into Exile for later? You just don't.
So it's just the choice of saving for later that's bad, and being forced to Exile something good for a bonus or penalty is fine. I should have read this twice and been more specific, sorry if I misled anyone.

Gaoler is nice in that you could save for later if you really wanted to, but it's not its primary function. Clean and elegant.

9
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: May 10, 2020, 02:12:18 am »

Anyone else's favorite part of Messenger the on-buy part? This card builds on that idea by making it the main focus. Everyone gets this card, but the player of the Courier gets it very soon (next turn, or even this turn) while everyone else needs to buy a copy first.
...
Or they just get their own Courier and gain a copy. That might emphasise pile emptying even more, and the lock in Exile forever bit depending on seating order.

10
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: May 07, 2020, 05:30:04 pm »
It seems prudent to mention that Donald's testing found that it's bad to Exile useful cards. I guess it feels awful when another player empties that pile out or something.

Anyhow, my entry:
Quote
Relief Aid - Action Victory, $4 cost.
You may let each player (including yourself) trash a Copper from their hand. Exile up to 2 Coppers from the trash.
-
Worth 1VP per 3 Coppers you have in Exile (round down).

Edit: made the copper trashing optional, using wording that doesn't appear on any official card. Does it make sense? Each player has the option to trash if you let them, they aren't forced to.

It almost reads like you choose per-other-player whether they can or not?
Like if I'm playing against Aquila, Barbarossa41, and ConMan, I can say, hey, Aquila, you get to trash a copper this turn, and i get to, but not Barbarossa41 or ConMan.
I know you're more experienced of a designer than to make that political of a card but someone newer to the game may see it that way.

You may want to do something like
Quote
Choose one or both:
Each other player may trash a Copper from their hand; or Trash a Copper from your hand.

Exile up to 2 Coppers from the trash
-
Worth 1% per 3 Coppers you have Exiled (round down).

OK, let's try avoiding fancy wording:
Quote
Relief Aid - Action Victory, $4 cost.
You may trash a Copper from your hand. If you do, each other player may trash a Copper from their hand. Exile up to 2 Coppers from the trash.
-
Worth 1VP per 3 Coppers you have in Exile (round down).
It just looks clumsy, but I guess it's fine. Either everyone may trash or nobody does, your choice. I hope it's an interesting choice for the opponents; sometimes you need to keep a Copper, sometimes you don't want to give VP away even though you're thinning the deck.
Although actually, there's not much that can be done to counter an opposing Relief Aid other than going with your own and contesting the Coppers, you're not going to hold them back and keep them in deck, so it might just cause mirror games...

Alright, here's a new entry:
Quote
Escapist - Action Attack, $4 cost.
+ $2
Each other player gains a Curse. They may reveal a Curse from their hand; if anyone does, Exile this.
Opponents can get a bit of payback, but hopefully not enough to avoid getting this at all.

11
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: May 05, 2020, 05:03:09 pm »
It seems prudent to mention that Donald's testing found that it's bad to Exile useful cards. I guess it feels awful when another player empties that pile out or something.

Anyhow, my entry:
Quote
Relief Aid - Action Victory, $4 cost.
You may let each player (including yourself) trash a Copper from their hand. Either way, Exile up to 2 Coppers from the trash.
-
Worth 1VP per 3 Coppers you have in Exile (round down).

Edit: made the copper trashing optional, using wording that doesn't appear on any official card. Does it make sense? Each player has the option to trash if you let them, they aren't forced to.

...

It would do something slightly different than Aquila's wording, since with the wording as is, you could deny them the trashing, if you skip it yourself.

I would drop the "Either way". What does it do on the card? There is no dependency between the sentences, that would suggest you exile the Coppers only in one of the cases.
Rhodos is correct on both accounts, thanks for this. I've removed 'either way'. Sometimes there are plenty of Coppers in the trash and you don't want to give them the trashing gift. The whole everyone trash bit is there to be thematic (will they contribute to the charitable cause?) and to allow other copper trashing in games to be superior (the main role of this is VP).

12
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: May 05, 2020, 04:36:30 am »
It seems prudent to mention that Donald's testing found that it's bad to Exile useful cards. I guess it feels awful when another player empties that pile out or something.

Anyhow, my entry:

Quote
Escapist - Action Attack, $4 cost.
+ $2
Each other player gains a Curse. They may reveal a Curse from their hand; if anyone does, Exile this.
Opponents can get a bit of payback, but hopefully not enough to avoid getting this at all.


Former entry:
Quote
Relief Aid - Action Victory, $4 cost.
You may trash a Copper from your hand. If you do, each other player may trash a Copper from their hand. Exile up to 2 Coppers from the trash.
-
Worth 1VP per 3 Coppers you have in Exile (round down).

Edit: made the copper trashing optional, using wording that doesn't appear on any official card. Does it make sense? Each player has the option to trash if you let them, they aren't forced to.

Edit 2: removed 'either way' as per Rhodos' observation.

Edit 3: made the copper trashing clearer. Then changed entry to Escapist. (Relief Aid would probably cause mirror games.)

13
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: April 29, 2020, 06:07:47 am »
Just to say I've revised my entry:

Quote
Community Farm - Project, $5 cost.
When you buy a card, choose one: discard a card for +1 Villager; or spend an unused Action for +1 Coffers; or pay $1 to gain a Horse.
Resource conversion. Triggering on buys looked like the best time to work, otherwise pay $1 for a Horse was a bit strong.

I guess I was looking for first impressions with Night Market. It would either be elegant or boring, and it seems like it's boring (0 upvotes). Compared to this new entry it's boring to me too, so there we are.

14
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: April 27, 2020, 04:36:27 am »
$6 Action
Gain 3 Horses to your hand
I think Aquila warned against Horse gaining to hand in his guide, because it has the same problems as +1 Card tokens; you would just always use them immediately if you could. That said, this is a neat idea imo.
So gaining horses to hand with a terminal Action is like a draw card needing another Action to unlock this turn (if you then made the player reveal and return all his horses in hand at Clean-up, it would be just this and no later effect; could be quite cool, or swingy. Barbarossa's card could be good if gaining 2 horses; 2 or 4 cards now if an extra Action, otherwise the horses for later). If it were non-terminal there would be almost no point to the horses. So I've now specified non-terminal to the guide, thanks for helping me see that mistake.

My entry:
Quote
Community Farm - Project, $5 cost.
When you buy a card, choose one: discard a card for +1 Villager; or spend an unused Action for +1 Coffers; or pay $1 to gain a Horse.
Resource conversion. Triggering on buys looked like the best time to work, otherwise pay $1 for a Horse was a bit strong.


Former entry:
Quote
Night Market - Night, $5 cost.
+1 Coffers
+1 Villager

Gain a Horse.
-
This is gained to your hand (instead of your discard pile).
Slow starting Bazaar sped up a bit with gain to hand, which may not be needed. It's either elegant or boring; I tried to remove the boring with my new entry.

15
This is the first repeat contest, if I'm not mistaken. This was done right the way back in contest #4. It's good to have repeats, we have new participants and there are lots of possible ideas for some briefs, so it's nice to see the time has come.

My entry:
Quote
Elite - Action, $5* cost.
+1 Buy
+ $2

When you next buy a card costing $1 or more, double your $ if you haven't yet this turn.
-
This costs $1 more per Treasure you have in play, after cost reductions.

16
Variants and Fan Cards / Re: Collecting Ways
« on: April 13, 2020, 08:15:35 am »
...
Sure, thanks. So basically Parrot can't exist because of Captain. That's funny thematically.


Why not restrict it a little more to  prevent that? I'd suggest:

Quote
Way of the Parrot
Follow the instructions of the earliest non-Command Action you played this turn that costs less than this and is still in play.
That could work of course. Don't know why I tried to avoid 'non-Command'...


Way of the Spider
Set this aside. The next time you play an Action card, first play this.
This seems awkward, in that it really wants to draw cards as well to find other Actions but if it does so it basically adds draw to every Action you play. Besides Adventures tokens are there many uses for this?

It doesn't specify "this turn". It's a variant of Way of the Turtle/Frog, except instead of delaying it to be at the start of a turn of your choosing, you delay it to be before playing an action of your choosing (eg drawing cards before playing a discard for benefit). More explicitly aimed at combos.
OK sure, that's got its uses. The reason I read it wrong is because I had an idea that set aside just for the current turn.



With some more thought I've made that idea into this:
Quote
Way of the Cat
Choose one: put this on your Tavern mat; or discard this to play a non-Reserve Action card on your Tavern mat.
Use the Tavern mat as the set aside zone and you can truly wait until the opportune time. You could also remove your Actions from your deck like this, which apart from Ruins I don't think will be a problem?

17
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: April 09, 2020, 05:02:07 pm »
Caver
Types: Action
Cost: $2
+2 Cards. If your deck is empty, +$2.
I love the simplicity here and think it's a perfect $2 card to play in an engine. BUT... there's a problem. This card is too good if drawn on turn 4. Getting +2 cards and +$2 on turn 4 can be a strong advantage on certain boards and I believe this overshadows Caver's use elsewhere. Maybe +2 Actions instead of +$2 would work better? That would be similar to Shanty Town in terms of power.
Giving it a non-draw benefit substitutes one issue for another.  The current version chancing into the ~$6 effect of "+2 Cards and +$2" on turn 4 is a big problem, but a version that allows every one of them to be played as "+2 Actions and +$2" so long your deck is randomly empty is a problem its own.  I think this would work better as "+1 Card, +2 Actions; If your deck is empty, +$2" at a cost of $4.
Thanks for judging, this is exactly as expected. It's helped me think of a fix though, 'when you gain this, discard the top card of your deck'. If you gain it mid Action phase it could help trigger a later Caver, so it's not entirely inelegant.

My entry:
Quote
Courier - Action Reaction, $4 cost.
+2 Cards
You may play an Action that costs more than this from your hand.
-
Directly after resolving an Action that costs less than this on your turn, you may play this from your hand.
I could have called this climber, but that felt a bit cheeky after the last contest's nice entry. This is not based on it, purely off my own ideas. I really hope this is balanced at $4, as that's the price it really wants to be.

18
Variants and Fan Cards / Re: Dominion: Revolution
« on: April 08, 2020, 05:48:56 pm »
It's been a long time since posting changes to this set, and would I believe it's been almost exactly a year. Menagerie has had a little impact, nothing too bad though. The first installment:

Adding card costs
Card costs I hope are as simple as they sound. Instead of $, you pay with your cards. I thought of this mechanic before Menagerie was released (through the weekly contest), and now we have Animal Fair. It's almost a card cost, but an optional one, so there's still reason for this mechanic to exist. It's another different kind of cost to join Potion and Debt, so all the same incomparable rules apply there, whilst for Chariot Race, only identical card costs will count as a tie and different ones are neither cheaper nor more expensive than each other (i.e you'll never win). Here are some changes and new cards to show what's going on:



Quote
Campsite - [ ] cost.
+2 Actions
You may discard a card for +2 Cards.
-
[ ]: To buy this, reveal and discard 2 Victories.
A simple new one, Village with the twist of an alternative cost, just 2 Victories in hand (I'll add revealing them to the mock-up later). You can get it easily if your hand duds, but it won't necessarily improve your deck much if it's low on $ payload.


Quote
Colliery - Action, $6[ ] cost.
+1 Buy
Take Exhausted. If you do, + $1 per Action you have in play with no + $ amounts in its text.
-
[ ]: To buy this, trash 2 copies of a card costing $3 or more from your hand.
Cards can be incorporated into the cost of big, powerful purchases, a bit like Potions but the cards aren't otherwise useless, and that's why I think they'd fit nicely in Revolution. Here you need both $6 and 2 copies of a $3+ cost card in hand, trashed. Colliery as previously posted was still a beast, so it got heavily nerfed. The on-play omitting Actions with +$ amounts seems fine, but the cost could be a bit extreme.

You may notice this cost is the Components game; it's a more elegant way to incorporate it, and I'm planning on dismantling the Components line to remove non-Supply piles from the set.



Quote
Foreign Art - Treasure, $6 cost.
$4
+1 Buy

When you play this, for the rest of the turn, cards with no [ ] cost in the Supply have one that reads, 'to buy this, discard 2 cards'.
Delayed compared to Exile... It is different, but I feel like Exile and the cards using it are covering the area well enough. To get the cards off Exile you at least still add more to the deck in gaining a copy, unlike Delayed where you just pay $1 to get a card off, so it seems better. So Delayed is out. Here's a new way for Foreign Art to go down though.
You're adding a card cost to everything in the Supply that doesn't already have one. So you need 2 cards in hand for every one card you want to afford. $4 may look big for a $6 Treasure, but money density is effectively reduced by the cards to discard. You're also making all your Workshop variants useless; they can't gain cards costing up to [ ]. One nag I had about this was, 'it's a Treasure that likes big draw and big hands. Don't they all?'. This quite likes junk cards, and is kind of interesting with other card costs due to its +Buy and giving plenty towards the $ costs so you can get both. Playing copies of them is strong too, you only add the card cost once, so in the absence of draw it might still do something.



Quote
Steam Engine - Action, [ ] cost.
You may play an Action from your hand twice. Then, repeat this any number of times: take Exhausted. If you do, play an Action from your hand twice.
-
[ ]: To buy this, trash a Gold from your hand.
Steam Engine can be salvaged from the Components line wreck. A card cost can save it from having to cost the awkward $8. Effectively you buy it in two stages, first get the Gold then later change it for one of these.
The on-play effect has been changed to avoid Villagers, as it won't always be with them. It's basically an infinite number of Throne Rooms, but they can't play each other and each one will always cost an Action. If you Steam Engine a Steam Engine, you can throne two things, but from then on there's nothing different, the same infinite effect.



Quote
Wastelands - Victory, [ ] cost.
4 VP
-
[ ]: To buy this, trash 3 non-Victory cards from your hand.
When the Wastelands pile empties, it counts as 2 toward game end.
Wastelands can change to a card cost to be more accessible. It wasn't easy to get $5 whilst trashing down too often, so this removes the need for $ at all and enables alt VP using entirely cards. It still likes big spiky cards in the deck, so you can still afford things whilst holding on to more copies of it. The change to constant 4VP felt more realistic, but it could take back the variable amount it had before. And the double pile-empty count I thought helped it as an alt VP strategy, since it's a heavy commitment to empty them, but this might be a bad design move.
Also, of course, opening Wastelands on the $3 turn could be overly warping. You're left with $4 in the deck and can buy a $4, but with an extra green, so the hope is that you're sufficiently handicapped.



Quote
Takeover - Prospect, [ ] cost.
Gain a Victory card.
-
[ ]: To buy this, discard 2 Actions.
And this is a case of making a card that's boring with $ cost possibly more interesting. I felt it was boring, just a mundane speedup to the game.


All these card costs have implications on the overall set design. More changes to come...

19
Variants and Fan Cards / Re: Collecting Ways
« on: April 08, 2020, 03:21:42 am »
My Parrot is a bit more limited:
Quote
Way of the Parrot
Follow the instructions of the earliest Action you played this turn that doesn't cost more than this and is still in play.
No replaying a starting Grand Market with a Chapel. 'Earliest Action' I hope makes sense?
Edited ('replay' to 'follow the instructions of') to avoid infinite loops, thanks Gubump.

This doesn't avoid infinite loops. I have my - Cost token on Captain. After playing Captain, I play a Laboratory, using Way of the Parrot. Parrot follows the instructions of Captain, playing a card costing from the Supply, using Way of the Parrot to follow the instructions of Captain, ad infinitum.

Easier infinite loop: I play Overlord, then play any other Action ( doesn't cost more than, say, ), and do the same thing as with Overlord).

That said, the second example also shows that costs other than in break Parrot. You could play King's Court as an Overlord or as a Possession. Of course, the second example isn't actually useful unless you have an Adventures token on Overlord, or some card costing up to in the Supply.
Sure, thanks. So basically Parrot can't exist because of Captain. That's funny thematically.

Way of the Spider
Set this aside. The next time you play an Action card, first play this.
This seems awkward, in that it really wants to draw cards as well to find other Actions but if it does so it basically adds draw to every Action you play. Besides Adventures tokens are there many uses for this?

20
Variants and Fan Cards / Re: Collecting Ways
« on: April 07, 2020, 06:19:45 pm »
I like this, I've found designing Ways to be great fun. Find great mechanics and/or describe animal behaviour at the same time. I'll put my list of ideas here and comment on Segura's as I go.

My version of Way of the Eagle is Spy:
Quote
Way of the Eagle
+1 Action
Each player (including you) reveals the top card of their deck and discards or puts it back, your choice. Then draw a card.
For when you want to know your top card or your opponents. And unlike bears, eagles can fly over moats; hopefully the Attack is mild enough. Maybe this shouldn't draw a card either, to limit the temptation to play Spy chains that got the 1st edition card removed. But then is it strong enough?

I thought of a Way of the Wolf that has the same premise as Fox, counting copies in play, reflecting its being a pack animal and working nicely with Wolf Den. Not sure if + $1 per copy is a bit too strong? A 5/5 split on a Village or Lab is quite an easy + $5. I had:
Quote
Way of the Wolf
Gain a card costing exactly $1 per copy of this you have in play.
Could be too hard to pull off nicely most of the time, but maybe fine on a Way.

For Fox I had scavenging:
Quote
Way of the Fox
+1 Buy
You may put your deck into your discard pile.
A niche effect, but when you do want it it's useful, so being on a Way lets you access it at those times easily. +Buy helps usefulness more, and vaguely reflects the fox on Ranger.

Hippo is nice and can be strategic. Magpie is obvious if not weak in comparison to the Pig; 'Otherwise you may discard it' maybe, to move Victories along. Manatee would have the sideways card that played as it and the set aside card left out for next turn, wouldn't it? Quite a sacrifice.

Surely Octopus could be a Vulture. I have this on my ideas list:
Quote
Way of the Vulture
Gain a non-Victory card from the trash. If it costs $2 or less, + $2.
Limited to non-Victory to avoid Province tfb, and has the boost for $2-s for when tfb isn't available.

Speaking of Octopuses though, here's an idea I had that could fit:
Quote
Way of the Spider
If you have exactly 8 cards in play, gain a card costing up to $5.
Octopus might be the friendlier animal to choose for the general public. Gaining a $5 might be too nice a reward, it could tone down to + $3 or something.

Panda is also doing the counting cards in play premise, feels like it should be nice.

(Deleted Way of the Parrot)

Reindeer is nice, a limited Peddler. Saves a collision of two identical terminals.

Tiger is an outtake Donald mentioned in his Menagerie secret history. Option overload, analysis paralysis.

For the others, why not? Well I'm not too sure on gargoyle taking away all the limitations exorcist imposes (buying it, lining the two cards up). 


And here's a few more ideas:

Quote
Way of the Shark
Trash up to 2 cards from your discard pile.
Could be a hermit crab, after Hermit, but sharks eat stuff underwater i.e away from your hand. This follows the same idea as my fox, narrow windows of opportunity that are easily accessible as a Way. 2 cards might be too many, too swingy.

Quote
Way of the Rabbit
If this is the second time you've used Way of the Rabbit this turn, gain a copy of each card that followed the Way.
Another premise: count the number of times the Way is used. This could go bigger than 2 for something exciting. Don't know about balance here.

Quote
Way of the Tortoise
+ $2
Put a card from your hand onto your deck.
Go slow, retract into shell. Sometimes useful terminal clash solution.

Thrones could indeed be too strong for a Way, so how's this?
Quote
Way of the Crow
Once per turn: gain a Curse to play this twice.
Once per turn saves this endlessly throning itself. And did I see this posted somewhere else?


These are just ideas, no testing yet. I've only had a little go with the Shark, nothing conclusive. Again though, nice thread!

21
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: April 01, 2020, 04:13:32 am »

Quote
Caver - Action, $2 cost.
+2 Cards
If your deck is empty, + $2.

A super simple approach. The discard pile can have any number of cards in it. Either time playing this right or use other things to draw your deck so this changes function.

22
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: March 25, 2020, 06:00:52 am »
Quote
Entrepreneur - Action Reaction, $2 cost.
+1 Action
+ $1

If the Entrepreneur pile is empty, +1 Card.
-
When another player trashes a card, you may exchange this for a card costing up to $5.

Counter opposing trashing with strong building. Or if there's no trashing in the game, you consider whether trying to empty the pile is worth it, if others will play along. If the pile is empty though, and someone trashes and another reacts with this, suddenly the pile isn't empty and all your Entrepreneurs are just Coppers again; that's the risk you take. An interactive card.

23
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: March 17, 2020, 07:19:16 pm »
Scribe/King's Court

Quote
Scribe - Action, $3 cost.
+1 Card
+1 Action
+ $1

When you next gain a card this turn, gain a cheaper non-Victory card. If you do, return this to the Supply.

5 of this on top of 5 KCs, the standard setup. I thought cutting down the number of KCs would help cool down their dominance, but it might make them irrelevant. Their timing won't be that different. Scribe tries to interact well with them, getting you 3 cheaper cards at once for a big building spike: buying Province could get you a KC first, then the scribe would return to the Supply, so you'd next need to gain the Scribe back in order to uncover another KC. Hope that's right.
Gaining a cheaper card is mandatory, so to keep hold of Scribes you need to avoid gaining or buying anything with one in play.
I'd imagine an illustration for it would be the blue guy with a scroll on the KC illustration. He's why I chose the name Scribe anyway.

24
Dominion General Discussion / Re: Menagerie Bonus Previews
« on: March 13, 2020, 03:31:11 am »
Bonus Preview 7: Way of the Horse



Everything's a Horse! Handy if there are actions you don't want anymore, or never wanted, or if you're desperate.
And suddenly Cultist becomes the worst card in the game.

25
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: March 10, 2020, 08:01:32 am »
Quote
Stocks - Event, $1+ cost.
Once per game: you may overpay for this. +1 Coffers per $1 overpaid.

Overpay for Coffers, but only once per game. Turn 3 province is possible, but it's a terrible move as you never get this again. Wait until you get a big enough amount of $ spare or deliberately make a big spike and then you're good for the rest of the game.

Edit: just to add that you would use a cube with this to track that you've bought it and can't buy it again. (This is one of my ideas I've had for a while, and I've made a new type for it since it's neither an Event nor a Project. I posted it here in this format to make clear what it does.)

Pages: [1] 2 3 ... 12

Page created in 0.098 seconds with 18 queries.