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Messages - UltimateGeek

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1
Rules Questions / Re: Errata to extra turns
« on: September 27, 2023, 04:10:06 pm »
Yes, that's correct.

Then Possession should also be an Attack.

2
Weekly Design Contest / Re: Weekly Design Contest #150: Half!
« on: May 03, 2022, 01:04:50 pm »
I assume "Your debt is forgiven" means you just return all your Debt tokens to the supply?

Debt relief is a must-buy even in games without debt, as it's essentially a one-shot Fortune.

It could be problematic in combination with Mountain Pass: No player may want to buy the 1st Province, since the other player could bid 40 and then buy Debt Relief on their next turn, to effectively gain 8VP for a cost of at most $3 (and having to use the once-per-game effect at a possibly suboptimal time). Maybe restrict it to returning 8 debt (the most you can get in games without Mountain Pass)?

Thank you for the suggestions Holger. I made an update with the recommended restriction and reworded to instead of using "forgive".

3
Weekly Design Contest / Re: Weekly Design Contest #150: Half!
« on: May 01, 2022, 04:19:28 pm »


$3 Event: Debt Relief
Once per game: +2 Buys. Return up to 8 debt.
Cards this turn cost half their $, rounded down.
-
You may buy this despite having debt.

Edit:
1.1 - Changed debt forgiveness to returning up to 8 debt tokens

4
Weekly Design Contest / Re: Weekly Design Contest #150: Half!
« on: April 27, 2022, 06:53:06 am »
Thank you, I have updated my submission.

Joxeft, could you add some sort of changelog to your submission, please?

From http://forum.dominionstrategy.com/index.php?topic=18987.0:
Quote
7. ... If you change your entry, please do so as an edit to the post with your original entry and keep a changelog

5
Variants and Fan Cards / Re: Holidays
« on: April 24, 2022, 03:02:01 pm »
Holiday: Staycation
When you trash a card, +$1 and gain a Copper.

6
Variants and Fan Cards / Re: Fan Mechanics Week #35: Getting Sneaky
« on: April 24, 2022, 02:53:37 pm »


$5 Action - Attack - Sneak: Marcher Lord
+3 Cards
+1 Buy
Each other player draws a card.
-
Sneak: Each other player discards down to 3 cards in hand.

Rev history:
  • 1.0: Initial version
  • 1.1: Added blue color to half

7
Variants and Fan Cards / Re: Fan Mechanics Week #35: Getting Sneaky
« on: April 24, 2022, 09:56:49 am »
Scheming Court
Action - Sneak - $5
You may play an Action card from your hand twice.
Sneak: Replay a card you have in play twice.

Again, a card where the Action part is already an official card (Throne Room), but the Sneak is a bonus. It's basically a once per turn King's Court, but it can also work on Treasure and Night cards.

If the intent of the sneak is to replay the card even if it leaves play by being set-aside, or getting trashed, then consider phrasing it:

You may play an Action card from your hand twice.
Sneak: Play a card you have in play. Play it again.

I think it's possible to interpret the current wording as meaning you can only play it a 2nd time if it's actually "a card you have in play".

But with segura's concern, perhaps it's better to restrict its main ability to also be only in-play cards:

Play an Action card from your hand. If it is still in play, play it again.
Sneak: Play a card you have in play. If it is still in play, play it again.

I think that better balances its power with the likes of $5 Crown: It can't Throne Room cards that leave play like Horse, but its sneak can, as you describe, "once-per-turn King's Court" any card.

8
Weekly Design Contest / Re: Weekly Design Contest Discussion
« on: April 17, 2022, 09:23:24 am »
Is it frowned upon to submit more than one entry to a contest? If I think I have two ideas both worth consideration, should I post them both?

I don't think so. You can see the rules in this link, from first contest:

http://forum.dominionstrategy.com/index.php?topic=18987.0

Thank you for pointing out the rules post. It would be nice if a moderator could pin a thread that contains the rules.

It clearly states only one entry is allowed:

Quote
6. ... and a person may only submit one entry to a challenge

So I guess technically, a bot could post multiple AI-generated submissions.  :P

9
$2 Event: Crucifixion
+1 Buy
Trash a card from your hand for +$1 per $1 it costs.
You may gain a card out of the trash. Take the Boulder.
State: Boulder
While you have this, you can't gain cards out of the trash.
At the start of your Buy phase, return this.

Is it intended that it can trash and regain a Province to buy a Province?

Sure, you can generate $6 out of one Province. The Boulder prevents some overuse like trashing two Provinces because your opponent would easily gain a Province out of the trash on their turn. I mainly intended it to be to make economy out of unused cards like higher cost Actions and Treasure that no longer have much use.

10
$2 Event: Crucifixion
+1 Buy
Trash a card from your hand for +$1 per $1 it costs.
You may gain a card out of the trash. Take the Boulder.
State: Boulder
While you have this, you can't gain cards out of the trash.
At the start of your Buy phase, return this.

11
Weekly Design Contest / Re: Weekly Design Contest Discussion
« on: April 16, 2022, 03:45:53 pm »
Is it frowned upon to submit more than one entry to a contest? If I think I have two ideas both worth consideration, should I post them both?

12
Variants and Fan Cards / Re: Fan Mechanics Week #34: Equipment
« on: April 09, 2022, 11:38:39 am »


$5 Action - Duration - Liaison: Singer-Songwriter
+1 Favor
Gain a non-duration action card costing up to $4 and set it aside.
If you did, choose one: play it now; or play it at the start of your next turn.
-
When you discard this from play, Equip your Amplifier.
-
Equipment: Amplifier

$0 Action - Cabinet - Equipment: Amplifier
Put this on your Cabinet mat.
-
If this is on your Cabinet mat, when you play a set-aside card, double one of the following it gives you: $, Action, Buy, Card, Coffer, Favor, Villager.

13
Wheel of Time - a rotating split pile

Rules:

1. Wheel of Time cards may only play and rotate the Action cards set aside during setup in front of each player
2. Rotating or swapping the set-aside cards means moving them from one person to another. The cards remain set-aside. There may be only one set-aside card for Wheel of Time cards to play in front of each player at any time.


$3 Action - Command - Wheel of Time: Bowl of the Winds
Play the set-aside card in front of you, leaving it there.
You may rotate the Wheel of Time pile.
-
Setup: Set aside a different unused Action in front of each player.

$4 Action - Command - Wheel of Time: Saidin
+1 Action
Play the set-aside card in front of you, leaving it there.
Rotate the set-aside cards clockwise.

$5 Action - Command - Wheel of Time: Saidar
+$2
Play the set-aside card in front of you, leaving it there.
Rotate the set-aside cards counterclockwise.

$6 Action - Command - Wheel of Time: Aes Sedai
+1 Buy
You may swap your set-aside card for someone else's.
Play the set-aside card in front of you, leaving it there.
You may play it again.

14
Variants and Fan Cards / Re: ReAlly?
« on: April 07, 2022, 08:47:13 am »
PenAlly: When another player makes a mistake and starts to move onto playing a buying another card, you may point out their mistake and spend a Favor to have the game continue without any undos and choose one: end their turn abruptly, they trash one of their cards in play that you choose, you get +1VP, or you gain a Gold.

15
Variants and Fan Cards / Re: Fan Mechanics Week #33: Trial By Fire
« on: April 05, 2022, 08:16:05 am »
County Fair - a rotating split pile
Park & Ride is far too similar to Student.
Ticket Booth looks very weak. Terminal sifting is not really a thing with only 1 Card and it does nothing in Kingdom without other Alt-Treasures for a long time (takes a long time until Ride Ticket is more than just a Silver).
I like State Fair though, that is some cool Forager style interaction. But the on-play effect has to be stronger.

Thank you for the feedback, segura.  8)
  • Park & Ride - Made it optionally trash two cards because that's better than one. Added +1 Card to help line up better with Estates. Made it terminal to balance its power per cost.
  • Ticket Booth - Simply adding +1 Action would make it more powerful than the same cost Oasis. Swapped +1 Card with +1 Action since that was removed from Park & Ride.
  • State Fair - Added +1 Card, +1 Action, to increase its power.

16
Variants and Fan Cards / Re: Fan Mechanics Week #33: Trial By Fire
« on: April 03, 2022, 08:41:10 am »
County Fair - a rotating split pile



$2 Action: Park & Ride
+1 Card
You may trash up to two cards from your hand.
You may rotate the County Fairs.

$3 Action - County Fair: Ticket Booth
+1 Action
+$1
You may spend $1 to gain a Treasure costing up to $5.

$4 Treasure - County Fair: Ride Ticket
+$1
+$1 per differently named Victory card in the trash.

$5 Victory - Action - County Fair: State Fair
+1 Card
+1 Action
+1 Buy per differently named Victory card in the trash.
-
1%
§: + 3%


v1.1 EDIT:
  • Park & Ride - Made it optionally trash two cards because that's better than one. Added +1 Card to help line up better with Estates. Made it terminal to balance its power per cost.
  • Ticket Booth - Swapped +1 Card with +1 Action since that was removed from Park & Ride.
  • State Fair - Added +1 Card, +1 Action, to increase its power.

17
Ally: Circle of Mages
When you gain a Curse, you may spend 3 Favors to exchange it for a card costing up to $3

Lovely idea.

It would probably be fine only costing 1 favor and/or allowing a gain up to $4. In games without a Curser it's basically Alms, and you still need a buy. It may even be fine not specifying Curse (to combo with Silver and Copper gainers, more remodel variants, etc.)

Thank you for the feedback. I have revised it to now state: "When you gain a card, you may spend 2 Favors to exchange it for a card costing up to $4"

I revised Circle of Mages again to restrict the type of card exchanged for to be non-Victory.

18
Ally: Circle of Mages
When you gain a Curse, you may spend 3 Favors to exchange it for a card costing up to $3

Lovely idea.

It would probably be fine only costing 1 favor and/or allowing a gain up to $4. In games without a Curser it's basically Alms, and you still need a buy. It may even be fine not specifying Curse (to combo with Silver and Copper gainers, more remodel variants, etc.)

Thank you for the feedback. I have revised it to now state: "When you gain a card, you may spend 2 Favors to exchange it for a card costing up to $4"

19
Ally: Circle of Mages
When you gain a card, you may spend 2 Favors to exchange it for a non-Victory card costing up to $4



(revised - v1.3)

20
Weekly Design Contest / Re: Weekly Design Contest #146: Contacts
« on: March 19, 2022, 06:44:02 pm »
Event: Peacemaking, cost: $4
Move your +1 Favor token to an Action supply pile. (When you play a card from that pile, it is considered a Liaison and you first get +1 Favor.)
-
Setup: Add a random Ally if no Ally was drawn.



I imagine the +1 Favor token artwork is a dove carrying an olive branch.

21
Weekly Design Contest / Re: Weekly Design Contest #146: Contacts
« on: March 19, 2022, 05:17:22 pm »

Pawnbroker does not give out a Favor, so it shouldn't have type "Liaison".

Keepsake gives out Favors, so it should have type "Liaison".

22
Action: Intoxicate

+1 Buy
Each other player drinks one of their shots.
-
Setup: Pour 3 shots per player.



Intentionally left vague so if players want to refill their shots they can.

Not an "attack" so that the spirit of the card is not thwarted by protection cards. Is meant to create a fun drinking game.

Priced so that you can gain two in the opening round no matter what.

23
Event: Bring out your dead

Once per game: Trash 4 Action cards you have in play to gain a Province.


24
Dominion General Discussion / Re: Dominion: Allies Teaser
« on: February 25, 2022, 01:47:30 pm »
I wonder if the color for the duration treasure will be rose gold.

25
Project: Magna Carta
Cost: $8
Text:
When another player plays an attack card, it does not affect you.
-
You must have at least 5 differently named Action cards in play to buy this.



I know some people (especially those I play with!) often want more ways to "defend" against attacks.  Moat, Champion, Lighthouse... are there other "full" protections?  A project may be a good place for such a design.  But it's not an easy thing to design.

As it currently stands, there are *so* many barriers here.  Some kingdoms don't have any villages, and then you'd need at least 4 different cantrips, which is rare too.  On top of that, you have to land such a hand with 5+ unique action cards played with at least $8 coins, likely before greening starts for it to be worthwhile (though not necessarily before).  And, even if you land all that, this project can end up in kingdoms with no attacks!

Does it need something else added instead of just moat-effect?  Does it need a lower barrier (not 5+ unique actions in play)?  Does it need a lower cost?  I don't know.  But it feels to unreachable for this first version.
I agree this project feels way off as it is hard to hit $8 if a strong attack card are on board which completely defeats the purpose of such a project, notice most moats cost $2 or $3, that is to help players gain them even through heavy attacks. Also the odds you get a mega action hand of 5 card is doubly hard when you are forced to discard down to 3 cards or have a lot of junk cards in your deck.

Thank you for the feedback mathdude & arowdok. I wanted the cost to be similar to Moat or Lighthouse @ $2 x 4 to reflect that it lasts throughout the rest of the game, and for it to be similar to a cost of a Province: when making it to $8 for the first time, would you decide to buy this vs by a Province? But I get the point about the barrier when there is attacks going on, so I've reduced it to $7 and changed the on-buy restriction to be just 5 differently named cards which seems much more plausible: 2 actions + 3 treasures.

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