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1
Weekly Design Contest / Re: Weekly Design Contest #132: All Hallow's Eve
« on: October 24, 2021, 02:23:37 pm »
Giant feedback post for every card I had thoughts on. Unfortunately, I only had a few pieces of meaningful feedback. Most of it is wording questions



Spectre
Night - Attack - Duration ($5)

At the start of your next turn, +2 Cards. Until then, when any other player buys a(n):
Action card: They take their -1 Card token.
Treasure card: They take their -1 Coin token.
Victory card: They gain a Curse.

Den of Sin does gain to hand (which is a HUGE part of the card), but on subsequent turns, this card is essentially Den of Sin+. Which doesn't feel right to me. I don't think Donald X. would design something like this when Den of Sin exists. I do like the interesting synergy of someone can just buy a Night Card to avoid getting attacked, and hey -- Spectre is a night card. But I think this is the kind of synergy Donald X. likes to avoid. When he designs attacks he likes to think about the balance of if everyone but one player buys the attack, is that too dominating? And in this case, it seems like it is because the player who does not buy this attack card will get hit by the attack more frequently than people who do. Think about a Witch/Moat fusion wouldn't be balanced in this way. You don't have to design cards the way Donald X. would, but if you want to, I'd suggest changing the next turn benefit to something like +1 Card +$1 +1Buy (I dunno, something besides +2 cards), and you could consider changing it to "Action card or Night Card: They take their -1 Card token."



Seance (Night-Gathering, $3)

For each card you gained this turn, choose one: trash a card from your hand and add a VP token to the Seance Supply pile, or take the VP tokens from the Seance Supply pile.

There's some strangeness here where the clause reads "for each card you gained this turn take the VP tokens from the Seance Supply pile" which leads to an ambiguity -- do you only take one token for each card you gained? You can avoid this ambiguity by rephrasing the clauses to make it more clear you take all the VP Tokens:

"Choose one: take the VP tokens from the Seance Supply pile, or for each card you gained this turn trash a card from your hand and add a VP token to the Seance Supply pile."






This is a cool card! I don't know if this is intentional, but Sarcophagus can self-exile when you play it. So it's sort of like buying a victory token. It takes space in your deck for one shuffle, then it exiles itself away to be worth 1vp. And if you get even one other card in exile (a silver for instance), then it becomes waaaay better than estate, far more than than the price merits. And better than many alt-vp for its cost. I think this is a little too strong Victory Point wise.
I'd recommend raising the cost to $4 -- it's a decent copper thinner already, better than many $3 trashers at thinning coppers and ruins (though it stumbles on curses/estates). You could also have it not be able to exile itself ("exile a non-Duration card you have in play besides this").



Quote
Warding Mask
$3 - Night - Duration - Fate
Take a boon. Receive it now or at the start of your next turn.
At the start of your next turn, you may put a card from your discard pile into your hand, then draw up to 6 cards in hand.

I didn't feel like doing an attack for this contest (My first idea was an attack, and I expect most entries will be attacks). The name is a reference to the old reason some people would wear masks on halloween: to ward off evil spirits.

What happens if you do not put a card from your discard pile into your hand, do you still draw up to 6 cards? I feel like there is some precedent to say "At the start of your next turn, you may put a card from your discard pile into your hand, and either way draw up to 6 cards in hand."





Quote
Ouija Board - $2
Treasure - Night
+1 Coffers
+1 Buy
If it's your Night phase, remove 2 tokens from your Coffers to buy a Spirit from one of the Spirit piles. If the Spirit costs more than this, trash this.

A Ducat without the Copper Trashing, but allows the ability to buy Spirits at an upcharge of 2 Coffers (thinking of making it 3). I am unsure of the wording, but am going off the text from Butcher and Exorcist. Comes with a built in Buy so you can still buy something in your Buy phase if you want. Feedback is appreciated.

I think Buying from non-supply piles is confusing. And this card is confusing. Can you buy any spirit for 2 Coffers? Or do you mean that you pay 2 coffers and then pay the cost of the Spirit Pile?
Some possible wordings for both cases:
"remove 2 tokens from your Coffers to gain a Spirit from one of the Spirit piles. If the Spirit costs more than this, trash this."
"remove 2 tokens from your Coffers and spend any amount of $ to gain a Spirit the costs exactly equal to the $ you spent"
Also, should the removing tokens be mandatory?
 This card seems to have more uses if you add "If it's your Night phase, you may remove 2 tokens from your Coffers. If you do..."

Also, I am unsure why this is a Treasure Night. The only difference is as a treasure you get a +buy, and as a night you can do that activity. But there is no inherent reason for the activity of gaining spirits to happen in the night phase and not the Treasure phase. This card could just be a Treasure. You're going to be spending two coffers to do the exchange, so it doesn't matter that turn if it was played as a Treasure or a Night.

My recommendation would be to explore the space to have it do something different in Treasure and Night that affects those faces. What if it gains a Coffer in your night phase, but gives $2 in your buy phase? That would be a more meaningful difference! Of course price would have to change.

2
Weekly Design Contest / Re: Weekly Design Contest #132: All Hallow's Eve
« on: October 24, 2021, 01:50:17 pm »
Updated Submission - simple wording changes, no functional changes.
Thank you Timinou, X-tra, LastFootnote, and emtzalex for your help!


Quote
Haunted Basement | Action - Night | $2
+2 Cards
Put any number of cards from your hand onto your deck in any order.

This is gained to your hand (instead of your discard pile).



My detailed responses to the feedback:

Quote
Haunted Basement | Action - Night | $2
+2 Cards
You may top deck any number of cards from your hand.
-
This is gained to your hand (instead of your discard pile).   


If you’re drawing deck this essentially lets you topdeck cards that you gained in your buy phase, and it comes with the added flexibility in your Action phase.  Even when you’re not drawing deck it can be helpful for cycling (you could even build a Night card engine!).  I don’t know if needs to cost $3, but it’s definitely a strong $2 IMO.

That's a good point. I was considering 3 because it's a really strong 5/2 opening (you make your estates miss the shuffle and you guarantee your 5 cost card turn 3), but there are other really strong 5/2 openings, and as a 2/5 it does nothing. I think overall, this *can* cost 2, but I agree it's a fairly strong 2 in certain situations. It's okay for powerful cards to be cheap as long as the best strategy isn't monolithically get all those cards. A deck full of Haunted Basements doesn't do much for you, just like a deck full of Chapels doesn't do anything for you. I appreciate the feedback, I think I'll keep it at 2.



"Top deck" is actually not an official Dominion term. It would have to be: "You may put any number of cards from your hand onto your deck in any order." I suppose the "any order" here is important as well. Likewise, according to Werewolf, the colour scheme (black/white) is reversed. The card is really neat though, I'm just being picky. :P
Thank you for the feedback!
And thank you LastFootnote and emtzalex for additional conversations on any order. I've decided to add any order, as Haunted Woods is the closest parallel we have. It's worth noting that Cellar doesn't say "discard cards in any order" or Steward says "trash two cards in any order" because in both cases you are moving from hand to an un-ordered pile (the trash and discard piles are not ordered). Your deck (and the supply pile) are the only ordered piles in Dominion, so I think it makes sense to specify the order when moving things to the deck. In this case, the order is specified as the order the person playing the Haunted Basement chooses.




3
Weekly Design Contest / Re: Weekly Design Contest #132: All Hallow's Eve
« on: October 21, 2021, 05:07:22 pm »
Edit: This submission has been updated with card art and some wording improvements here


Quote
Haunted Basement | Action - Night | $2
+2 Cards
You may top deck any number of cards from your hand.
-
This is gained to your hand (instead of your discard pile).   


I wanted to design an action night card that elegantly had different uses in each phase, while being the same text. In your Action phase, it is used to draw cards (hey sometimes moat is your drawer) and set up a few top-deck interactions. There's a lot of cards that become better if you can top deck specific cards: Chariot Race, Lookout, Native Village, Zombie Mason, etc. Or if you terminal collide with this terminal draw, simply top-deck your terminals. It's a weak drawer with some possible other interactions.

In the night phase, it becomes a weak sifter. Drawing cards in the night phase is like discarding from your deck. If you actually draw a card you wanted to see, you can simply top-deck it. You can delay a Province later for next turn's tournament. Perhaps you have an extra village, you can put it back on top to kick-start next turn.

It joins Villa as the second Action card that is always gained to hand. Hey, that's got to be useful sometimes.

Theming comes from basement with the whole sifting analogy (Catacombs, Cellar, Secret Passage, Dungeon, Store room, etc), and Haunted of course refers to top-decking (Haunted Castle, Ghost ship, etc)

Open to feedback. I was considering costing it $3 but $2 seems better. I also considered having it cost $5 and draw 3 cards, but I felt this made the Action so much stronger than the Night that it would pretty much only be used as an Action card.

4
Here's a wild one



Quote
Town Square | Victory | $1
Worth 1% if you have no Duchies.
-
When you buy this, you may overpay for it. If you do, +1 card per $2 you overpaid (rounded down) and set aside any number of Action cards from your hand that cost equal or less than the amount you overpaid. Return to your Action phase and play the set aside cards in any order.

Town Square's really want a +1 Buy (a natural synergy with your Market Square, perhaps), but isn't entirely useless without one (although often it is).

If you pay for Town Square with $6 and a Potion, you then draw 2 cards (overpaid by $5 and divide by 2 and round down), then set aside any action cards from hand that cost 5P or less, return to your Action phase and play all the set aside cards in any order. If you pay for Town Square with $2, well you can play a Poor House after you played all your Treasures. Nice.

Basically this lets you overpay for a sort of Villa/Calvary fushion to save a turn. Although you're going to need a lot of $ to make it shine. And then Town Square sits dead in your deck as a fairly weak victory card. It's strictly worse than estate as a Victory Card, which is why it costs less. Also $1 felt like the best base cost for this over-pay mechanic.

Open to feedback, of course. This is verbose as hell but I don't think I can simplify the wording anymore. It's less interesting to me as just a card drawer, and too weak as just an Action player.

5
Weekly Design Contest / Re: Weekly Design Contest #130: Sidekicks
« on: October 07, 2021, 01:19:41 pm »


Quote
Vanishing Coin | Treasure | $3
$1
Trash a card you have in play.
-
When you trash this, +1 Card +1 Buy and gain a Vanishing Coin.

Adventurer isn't good. We all know that. But if you could clear out your coppers, it would be a lot better. Still not too strong, but hey. I wanted to add a card that made you happy to see Adventurer and its split pile on the board.

Vanishing Coin trashes in play which is amazing for trashing Coppers. It can also self-trash for +1 Card, +1 Buy. Also you can trash for benefit it to get an additional +1 Card +1 Buy (+1 Buy has no effect if it is not your turn).

The compulsory trashing and trash from in-play makes Vanishing Coin not strictly better than Loan, but it does appear to be stronger in many cases.

Looking for feedback.

6
Weekly Design Contest / Re: Weekly Design Contest #128: Look at the trash!
« on: September 10, 2021, 05:14:29 pm »

Quote
Mausoleum
Landmark

When scoring, 1 VP per copy of an Action card in the trash that you have.

I don't understand this at all. Do you just choose one Action card and score each copy you have of that, or do you do this for all differently-named Action cards in the trash?

How about,
Quote
When scoring, 1VP for each Action card you have that has a copy in the Trash.

7
Updated entry
Not to be confused with the action  duration Stronghold that is currently being discussed. This is an update to my submission 5 days ago which was the first card named Stronghold submitted


Quote
Stronghold | Victory | $4
Worth 2% if copies of Strongholds make up less than half of all your Victory cards.
-
When you gain this, gain an Action card costing up to $5

Thank you for the feedback Timinou, emtzalex, lompeluiten, and lompeluiten (again).

lompeluiten's thoughts in particular made me think about the different uses of this card. I decided to weaken the rush. If you rush Strongholds, well, you still need a bunch of other victory cards, otherwise they are all worth 0. Imagine someone rushing the Strongholds, rushing the estates, then the other player gains two estates. Now the rusher has 14 Junk cards (8 strong holds, 6 estates) and currently, only 6 points. They have to gain 3 duchies to activate strongholds and that's too slow, the not Junk-ed player will probably be able to out score them now.

For non rush players, the top of the card essentially says 2vp. And I like that. There's also games in which you do a sneaky 3-pile in a way that makes your Strongholds activated, but your opponents' strongholds not.

8
This submission is OUT OF DATE. Please see the updated version


Quote
Stronghold | Victory | $4
Worth 2vp if you have the most copies of this at the end of the game.
-
When you gain this, gain an Action card costing up to $5

Sort of like if Banquet costed 4 and only junked 1 card instead, and could only gain Action cards. Sometimes it is worth to rush 5, and then perhaps you can trash your Stronghold. Although, you may want to hold on to them, at the end of the game they could be worth something. Is it worth hanging on to the junk?
Designed this with two tensions -- a card that junks you to get a $5 is something you are likely to get in the opening, but victory cards you only want in the ending, so what do you do? Your choice! You may want to rush these to get that decisive VP lead, but a tie means no one gets the bonus points.

The Action card restriction prevents infinite loop, and also prevents IGG rush which would make this laughably powerful and un-fun.

Open to feedback


9
General Discussion / Re: Maths thread.
« on: August 30, 2021, 04:41:50 pm »
I came up with a proof that 5 is a prime number.

5x5 = 25 = 4! +1, so 5 is not divisible by 2, 3, or 4.

Using the same type of process, I have proved that 3 is prime.

3x3 = 9 = 2^3 + 1, so 3 is not divisible by 2.

10
Weekly Design Contest / Re: Weekly Design Contest #126: Seeking an Heir
« on: August 24, 2021, 08:43:21 pm »
Submission


Quote

Woodsman | Action - Reserve | $4
+1 Buy
Put this on your Tavern mat.
-
When you play a card, you may call this to choose +2 Cards; or gain a card that costs up to $4
Heirloom: Lumber

Lumber Jack can be called immediately after your next card for a more expensive workshop that gives +1 buy. Or you can treat it like a +2 cards +1 buy which would be weak silk Merchant. If only you could line this card up for when you need it, so you can gain $5s with it. Well, you can! The power is you can choose to delay calling the card. You can choose to keep it on the Tavern mat to save a later turn, like a coin of the realm for cards. Or, you can wait until you play a Lumber, and now you can gain a card costing up to $5.

This card can be called in your Action, Buy, or Night phases. And this card can be called when it's not your turn. Thanks to Menagerie, there's a ton of cards that can be played out of your turn, like Black Cat. Good thing that both the actions you can take when you call it are easily trackable even if it's not your turn.

The card has to cost at least $4 because it is almost strictly better than workshop (except for a turn where that is the last action card you have to play and you have no treasures).

As always, open to feedback.

Woodsman should either say "you may first call this..." or "whenafter you play a card..." to make it clearer whether it triggers before or after resolving the played card. The latter allows you to call it immediately, so if that isn't intended (I assume it's not based on your commentary), then you would also have to say "after you play a card other than this..." I assume it's intended to be before resolving, though.

Thank you! I didn't realize that after would allow it to call it from its own play! I think that's better, so I'm updating the original post with your change.

11
Weekly Design Contest / Re: Weekly Design Contest #126: Seeking an Heir
« on: August 24, 2021, 06:18:05 pm »
Submission


Quote

Woodsman | Action - Reserve | $4
+1 Buy
Put this on your Tavern mat.
-
After you play a card, you may call this to choose +2 Cards; or gain a card that costs up to $4
Heirloom: Lumber

Woodsman can be called immediately for a more expensive workshop that gives +1 buy. Or you can treat it like a +2 cards +1 buy which would be weak silk Merchant. If only you could line this card up for when you need it, so you can gain $5s with it. Well, you can! The power is you can choose to delay calling the card. You can choose to keep it on the Tavern mat to save a later turn, like a coin of the realm for cards. Or, you can wait until you play a Lumber, and now you can gain a card costing up to $5.

This card can be called in your Action, Buy, or Night phases. And this card can be called when it's not your turn. Thanks to Menagerie, there's a ton of cards that can be played out of your turn, like Black Cat. Good thing that both the actions you can take when you call it are easily trackable even if it's not your turn.

The card has to cost at least $4 because it is strictly better than workshop.

As always, open to feedback.

Edited to incorporate Gubump's feedback below moving from before -> after


12
Weekly Design Contest / Re: Weekly Design Contest #126: Seeking an Heir
« on: August 24, 2021, 01:54:25 am »


Here's my entry for this week. Road is a cheap cantrip that along with your other Roads allows you to gain a single card per turn with a variable cost based on how many Roads you got into play that turn (I think the "Once per turn" language correctly achieves this effect, but let me know if it doesn't). With just one in play, you can usually only gain a Copper, but if you collide it with your Shortcut, you can gain another Road. Later, you can chain together more to gain an engine piece or even a Province if you have a long enough Road. The Shortcut essentially stands in as another Road, along with some of the usual cost reduction shenanigans.

You only discard "this" once per turn anyway, so I don't think this wording quite works. I'd suggest this wording:
Quote
+1 Card
+1 Action

Once per turn, when you discard a Road from play...

Also, important question: Is it intentional that playing 3 roads gains you a (because it triggers after the discard)?

You can use the wording "once per turn: at the end of your Buy Phase" to solve this.
End of Buy Phase happens before start of clean up, so 3 roads are still in play and you'd gain a card costing up to $3 (or $4 with a shortcut in play)

13
Weekly Design Contest / Re: Weekly Design Contest #126: Seeking an Heir
« on: August 24, 2021, 01:52:35 am »
I'm just thinking about the design space for this contest, to get my own creative juices flowing and hopefully this inspires other people as well.

Obviously the card has to interact with the heirloom to be interesting so it has to both:
(1) do something that cares about cost
(2) do that after a treasure is played.

All current submissions do this.
Spectacle gives a buy(1), and is a night (2) that can bring you back to Action/Buy phase.
Port Clerk gives a buy(1) which comes into affect for the (2) buy phase. Port Clerk also cares about unique treasures
Road gains a card per cost (1) which comes into affect during cleanup (2 -- happens after treasures are played)

ideas for option 1:
Gain a card costing up to X, +Buy, Trash for benefit*, Remodel/Upgrade*, Discard for Benefit*, Attack: other players Trash/Discard a card costing at least X  (to be sensible probably have a max as well), do something if the cost of a revealed card is exactly X.
* These all can get worse with cost-reduction, of course.

ideas for option 2:
Make it a Treasure Card, make it a Night Card, make it a Reserve Card that can be called later, make it an Action that has a trigger later (like Road's on-discard-from-play), make it an Action card that gives out a State that does something at end of Buy Phase, make it a card with the ability to play Treasure cards not during the Buy Phase




14
Dominion General Discussion / Re: Interview with Donald X.
« on: August 11, 2021, 09:44:58 am »
Other expansions released around then (Nocturne + Renaissance) were officially announced the first week of August. Can we expect to see an announcement for this mysterious next set sometime soon?
Newsletter was released yesterday https://www.riograndegames.com/2021/08/summer-2021-newsletter-now-available/ and Dominion is till under the codename.

I mean, if it’s one of the codenames it’s gotta be “project over yonder” right?
Fire bird, twister, hook, and gps don’t sound very Dominiony to me.

Maybe Dominion Abroad? Just a guess.

Donald X., do they get your approval for finished/drafted art? Have you ever rejected a piece of artwork? What’s your role besides sending notes to the artist before they make anything?



15
I'm gonna just put a bunch of my feedback in one post...



"Return" isn't a concept for tokens. It's "remove any number of tokens from your Coffers" as in Butcher version 2, or  "spend" as in Butcher version 1. So this would be
Quote
each other player may remove a token from their Coffers or Villagers or discard a Horse



Hostile Village
Action - $5
+1 Card
+2 Actions
The next time you play a card this turn, each other player with 5 or more cards in their hands discards a copy of it (or reveals a hand without it)
It's hard to know without playing this, but this feels like a really strong Attack. Consider Raider, which costs 6, doesn't draw a card, is a Duration (so it's slower), and the attack isn't as strong since the player gets a choice. I wonder if there is a way to cost this 6. Though villages don't work super well at $6 (who among us has not struggled to get a Nobles-as-village engine working -- though Border Village works great because it can come with a draw/payload card for free). Maybe this isn't a village but it's a cantrip with some bonus? That would let you cost it 6 given the proper bonus.



Interest
cost $5 - Treasure - Attack
+$2
Each other player reveals the top 2 cards of their deck, trashes one of those Treasures, and discards the rest. You may gain and play one of the trashed Treasures.


Strong Thief! It earns at least $2! Prepare not to be Thiefed your Interest!
Unfortunately this falls into a tight design space that makes it hard to balance.
As written, this falls into the same problem as Theif -- it trashes your opponents Coppers. So, it's good for them. Noble Brigand is a better example of how to do a Treasure-trasher. But if you modeled this after Noble Brigand, it becomes WAY too strong in comparison, it generates extra money (2+), and it is non-terminal. Not sure how to resolve those tensions.





Not the strongest card, but they can't all be the strongest 5. I like this a lot. The silver self-junking slows itself down which prevents spamming. Both me and my opponents grow our deck at the same rate. Nice!





Action - Attack - Duration ($5)
Djinn

+1 Card
+1 Action
Until your next turn, when any other player buys a card that they have a copy of in play, they gain a Curse.
At the start of your next turn, +1 Card.


I love cards that award variety. I've always considered the carrot approach, but the stick works too. Nice design! I can't say I love the Caravan on play. There might be something more interesting to do here. Perhaps gaining a copy of a card you have/don't have. I dunno. Something more interesting here. Also something that fights for its non-terminality a little harder. But I really love the attack a lot!



My submission for this week is a split pile with 5 copies of Philanthropist and 5 copies of Benefaction:




For my money (and I could be wrong with out actual play-testing), this feels like a terribly strong attack. Just think about how annoying Followers is. Imagine if Followers could be played T3 (even early with other shenanigans). And coppers never run out. Sure it improves the next turn, but those Coppers are hard to get rid of even with Benefaction. I'd open Philanthropist/Philanthropist many games. Maybe cost it 4? I could be wrong, play-testing could totally prove me wrong here.

16

Quote
Raiding Village - $4
Action/Attack

+1 Card
+2 Actions
Each other player discards down to 3 cards in hand and gains a Horse.

I love this concept, but I find it a little weak and strategically simple. If this is the only village: well you have to load up on it. If this is not the only village, you gain one or two of these and then buy the other village.

It feels a little weak. Discard down to 3 and gain a horse is close to the friendly interaction of Vault (it's a little worse because draw delayed in this case is worse), which I often choose to do. Especially early in the game I have two cards I don't super mind discarding, and the horse is really helpful to hit 5 on a later turn. So the attack isn't even that bad. Of course subsequent plays of this are just "gain a horse" and in a 3+ player game essentially almost every Raiding Village becomes Village + each other player gains a Horse.

Ideally this could cost 3, but it absolutely can't because when Village and this are in a game together, you always buy this first, (maybe second if you're not drawing deck), and then you just buy Village all the other times -- and that isn't so interesting to me. I think this card is most interesting when you are forced to choose between this and another village and the choice isn't easy.

There's a natural tension here that you may only want to gain one Raiding Village, so it could be fun to subvert that. What if "if there is another Raiding Village in play, gain a Horse/+1 Buy/+1 Money/draw up to 5/ some other mild benefit" something like that.

I do applaud making a non-terminal attack that elegantly becomes friendly on second-play, that is really nifty and cool exploration of the non-terminal attack space.

17
Dominion General Discussion / Re: Homage to the Best Card
« on: August 04, 2021, 04:35:48 pm »


This is my favorite Dominion meme.

Amazing work

18
This sounds complex, but it's really quite simple - a non-terminal, trashing, conditional duration, handsize-reduction attack:

Revolutionist
Action- Attack-Duration, $4

+1 Card
+1 Action
You may trash a card from your hand. If you do, at the start of your next turn, +1 Card, each other player with 4 or more cards in hand discards 1.

This is great for clearing your early junk and attacking at the same time, but once you clear the junk, it's a boring, expensive cantrip with no benefit, and is a liability if you have terminal draw.

I know we've discussed this card a lot already, but I wanted to add this additional feedback. I don't think the Attack would work in Dominion. All attacks happen immediately -- their effect gets applied immediately (Haunted Woods, Swamp Hag, Enchantress, Gate Keeper), but this Attack is delayed... at the start of your next turn you force them to discard a card. The rules would say someone has to react with a reaction card on the turn you play Revolutionist, but someone's instinct is to, when they are getting attacked use the reaction. And it leads to confusing situations.

My Turn 1: I play a Lighthouse
Your Turn 1: you play Revolutionist
My turn 2: I discard Lighthouse from play
Your Turn 2: Revolutionist attacks -- I don't discard even though I have no Lighthouse in play to remind me.

Your Turn 1: you play Revolutionist
My turn 1: I play a Lighthouse
Your Turn 2: Revolutionist attacks -- I discard even though I have a lighthouse in play.


19
I'm highly considering this change for Skipper:

Quote
Skipper | Action - Duration | $5
Play an Action card from your hand up to two times. If you played it once, set aside a copy of that card from the Supply under this. At the start of your next turn, play the set aside card and return it to the Supply.
Now Skipper can unambiguously re-play Duration cards. Okay, well there still is some ambiguity.
  • Turn 10: you Skipper Wharf α  (choosing to play it once), you get +2 cards this turn and set aside a Wharf β from the Supply.
  • Turn 11 you get +2 cards from the Wharf α you played, then you play the Wharf β that is set aside for another +2 cards, then you return that Wharf β to the Supply
  • on Turn 12 you have no Wharves in play, but you still get +2 cards from Wharf β, if you remember to do so. This is a tricky case but it already exists in Dominion (see: Bonfire)



But I think this is still much less confusing than the original phrasing what would happen if you played Wharf. The same card is being played again while still in play? Awkward.

These changes also has the affect of "holding" onto a card from the Supply. There's only one Lost City left and I don't want you to gain it, I can then play my Lost City once, then set aside the last one from the Supply. At the start of my turn I play a lost City, return it to the supply and it's ready for me to buy this turn. It's also stronger because next turn I have the chance to draw the card next turn and still play it, along with the copy from the Supply I played.

With these changes, there isn't room for gain to deck.

Thoughts? Is this an actual improvement in card quality?

20


Quote
Skipper | Action - Duration | $5
You may play an Action card from your hand.
Choose one: play it again, or set it aside and play it at the start of your next turn.
-
This is gained to your deck (instead of your Discard pile)

It doesn't stay in play if you choose to Throne Room this turn. I'm considering getting rid of the top-deck gain as that can be powerful, but I think it's fun and not too powerful.

This runs into all the issues with "play it again" (instead of twice) but I think that's the best way to do this card. I'm open to different opinions and any feedback.

Thanks!


21


Here is my submission this week. Tome is a simple twist on more traditional draw-to-X Actions, this time as a Treasure. Treasures are normally the bane of DtX engines since you usually can't get them out of your hand before playing your next draw card, but Tome doesn't mind them: just play your hand of Treasures before playing Tome to maximize your draw, and then you can play any additional Treasures you draw (including chaining together other Tomes). Obviously, the non-terminal draw and economy come at the cost of dead-drawing Actions during your Buy phase. You also need to watch out for having too many cards in your hand when playing this, otherwise it's just a $5 Copper. These downsides aside though, with a bit of ingenuity and the right support (especially +Buy and other powerful Kingdom Treasures) Tome can allow for some really unique types of DtX engines that simply aren't possible with Library and company.

I feel like this is a lot stronger than Venture. Consider slapping a +buy on it and costing it 6.

22
Rules Questions / Re: Priest + Failed to trash?
« on: June 25, 2021, 02:05:09 pm »
Note that in case 2, the stop-moving rule is why the card doesn’t get trashed; because it isn’t where the effect expects it to be (in play).

In case 3, there are two separate reasons the card doesn’t get trashed. The stop-moving rule still applies because the effect expects the card to be in play, but instead it is in the trash (and it also didn’t move into in-play because of the stop-moving rule). And secondly, a card that is currently in the trash cannot be trashed because trashing involves moving to the trash.

Wait, why would the stop-moving rule be the issue in case 2? Imagine a card that works just like Captain, but without the "leaving it in place" rule. If this alt-Captain played Acting Troupe, then wouldn't the Acting Troupe trash itself and you'd get the +$2?  Isn't the the main reason for the "leaving it in place" clause, specifically so that self-trashers don't end up in the trash?

No, “leaving it there” only means “don’t move it to the in-play area like you normally do when you play a card”. The fact the card is not in the in-play area, where the effect “trash this” expects it to be, is what prevents it from getting trashed. The reason for “Leaving it there” has nothing to do with self-trashers, it is needed to prevent the card from being moved to the in-play area (where it would then get discarded along with all other cards you played that turn; in effect letting you gain the card).
This is evidenced by the fact that if you play a Workshop with Captain, you are still able to gain that very same Workshop with it, so the "leaving it there" clearly does not apply to all card effects.

This came up in a game yesterday. Does that mean Necromancer can play a Lurker from the trash to gain that specific Lurker from the trash? It seems like it.

23
Rules Questions / Priest + Failed to trash?
« on: June 23, 2021, 03:28:41 pm »
When you play Priest and then trash a card without putting the card in the trash, what happens?

Example 1: Play Priest, and then play Chapel trashing Fortress. Do you have +$2 or +$4?

Example 2: Play Priest, and then play Captain to play Acting Troupe from the Supply, failing to trash it. Do you have +$2 now or +$4?

Example 3: Play Priest, and then play Throne Room to play Pixie twice choosing to self-trash Pixie both times. Do you have +$4 or +$6? (Assuming your boons do not grant money or do any trashing)

24


Quote
Charge | Event | $10
Once per game:
Play the top card of each Action Supply pile in any order, leaving them there.

Wow, this is probably the most bonkers idea I've submitted. Simple, but totally out of control.
I will point out that this card isn't very strategic at all, in almost every game you're going to want to buy this, and you're going to want to buy this as soon as you can. The point of this event is it's just a fun thing to do. But we have to limit it to once a game, because then it's broken. In games with multiple attacks, you likely want to rush $10 to get this, that's pretty much as far as this goes, strategically. Of course there's cases like Beggar and no trashing, or lots of virtual money but no +buy or gainers that make you think twice about buying this.
You seem to think that this card is very strong, but I feel it's overpriced. A lot of Actions are pretty useless when played during the buy phase, I don't think there are many boards where you'd get enough value out of this to buy it at all. It also looks kind of sorry compared to Populate. If this returned you to your Action phase, it might be a different story.

I looked at Reddit's last three weekly design contests and it was super powerful and totally worth 10. But Events (especially one-time-buy events) can be priced cheaper. Thanks for your feedback, I'll consider it!

Edit: considered and decided to re-price at $8
Dunno. I just played 3 games imagining this was in the kingdom - it was clearly not worth going for this in any of them (not even the one with Way of the Sheep). Don't think $8 would have fixed this. A problem I noticed is that without +buy even the money you get from it is useless.
In games where there is no +buy in the supply, building is not very useful. Of course a high-cost event wouldn't be useful for those kingdoms.

But it troubles me that you found 3 kingdoms it doesn't work in, so I did more investigation to increase my sample size.
 Let's look at what Charge roughly does in the pre-made Menagerie Kingdoms (http://wiki.dominionstrategy.com/index.php/Menagerie_(expansion)). It's more powerful than what I'm saying because I'm making particular choices of how to play cards for this exercise.

Intro to Horses:  +$9, you can likely trash a gained horse with scrap to get a buy so this pays for itself, gain two horses, you may trash a card, you get +3cards +1buy at start of next turn. Incredibly worth it. And I ignored way of the sheep which could make it even better.

Intro to Exile: +2$ +2buy, gain a card costing up to $4, may gain a silver, at start of next turn play a card three times, Cardinal attack opponents, exile 1-2 cards from hand. The money roughly makes this essentially cost $6 to attack opponents, and set up a mastermind for next turn, and exile some cards from hand. Not as good as previous one, but still potentially worth it depending on the state of the game.

Pony Express: +$3 +1buy, gain a card costing up to $5, +2 Horses, +3 cards +1 buy at start of next turn, you may Mine a card. If you were going to buy any card for $5, this pays for itself. This is absolutely worth it on a turn you don't want to buy another Artisan. Way of the Seal makes this even crazier it could be +$6 instead and then is of course a no brainer.

Garden of Cats:  Displace a card, +2 Buy, scrap, gain a gold. Well, this is kind of like a super expensive farmland/TravellingFair/Gold. Probably not worth it.

Dog and Pony Show: Gain 4 horses, Torturer Attack, +$5 +1 Buy,  Upgrade a card, you may trash from hand. With the $ and buy this essentailly costs $3 for 3 horses, a torturer attack and an upgrade. An insanely good deal.

Explosions: +$6, you can scrap to get +buy, Replace and Lurker (good combo), Coven attack, Courtyard to set up next turn. Eh, this one is possibly worth it. But, if we factor in Way of the Squirrel, it becomes insane, can draw an extra 8 cards at end of turn and still get all of the above. So it is very worth it in this Kingdom.

Innsmouth: +$8, Coven Attack, Gain a silver or Gold, At start of next turn +4 cards +1buy +1 action +1$, Haven. Yup, this is worth it. Probably if you got up to $8 you have a Barge in play with an extra buy which just makes Charge essentially cost 2 to set up next turn well.

Notice how most of the time I didn't even rely on Ways being present to show how useful this card is. I have no idea how you generated your Kingdoms. Even if I include your Kingdoms without knowing what they are, it's still a really good event at least half the time. 50% excellent, 20% depends on situation, 30% not worth it.

But I think it's better than that, looking less carefully at the next few Kingdoms up through Dark Ages:

Very Good: Ruritania, Class of 20, Birth of a Nation (assuming bought early with +buys from Stockpile), Big Blue (ONLY because of Way of the Turtle. Without Way of the turtle it would be bad), Intersection
Possibly Good: Limited Time Offer, Living in Exile (Way of the Mule actually means this is very likely good)
Meh/bad: Thrill of the Hunt (though Way of the Rat could make it Possibly Good), Friendly Carnage, Gift Horses

Okay, I was wrong, it isn't better than that! This actually confirms the previous ratios, it's about 50% amazing/unskippable, 20% possibly good, 30% probably not worth it. Overall, in the majority of Kingdoms you will be going for it.

For how crazy it is, those ratios feel balanced to me.

I picked Menagerie because this event fits most in Menagerie with the "playing Action cards at strange times" sub-theme.

25


Quote
Charge | Event | $10
Once per game:
Play the top card of each Action Supply pile in any order, leaving them there.

Wow, this is probably the most bonkers idea I've submitted. Simple, but totally out of control.
I will point out that this card isn't very strategic at all, in almost every game you're going to want to buy this, and you're going to want to buy this as soon as you can. The point of this event is it's just a fun thing to do. But we have to limit it to once a game, because then it's broken. In games with multiple attacks, you likely want to rush $10 to get this, that's pretty much as far as this goes, strategically. Of course there's cases like Beggar and no trashing, or lots of virtual money but no +buy or gainers that make you think twice about buying this.
You seem to think that this card is very strong, but I feel it's overpriced. A lot of Actions are pretty useless when played during the buy phase, I don't think there are many boards where you'd get enough value out of this to buy it at all. It also looks kind of sorry compared to Populate. If this returned you to your Action phase, it might be a different story.

I looked at Reddit's last three weekly design contests and it was super powerful and totally worth 10. But Events (especially one-time-buy events) can be priced cheaper. Thanks for your feedback, I'll consider it!

Edit: considered and decided to re-price at $8



Hopefully the 21 words is okay.  Funny enough, this would have qualified last week too.  Anyway, in a normal game this could end up being +2 Cards and +$3, which is cool.  Obviously with Platinum, Capitol, or other treasures it could be better.  If you don't get your deck trim enough, or if you don't get lucky, it could end up being +2 Cards +$1.  Not nearly as cool.  You can get yourself some Golds to help it work, but the Coppers could get in the way.

This has an issue: it forces dominion players to be honest. What if they don't have any treasures in their hand? It should have a "or you may play" but then this makes the card 23 words and is probably less likely to qualify.
I think this is a little more powerful than you anticipate. You want this in games where you want Treasures, and in games where you want treasures, you're very likely to have at least a silver or better in a random 6 card hand. So this card is usually going to be at least as good as "+2 Cards +2$"
You could try 5 and make the gold gaining not self-junk you. It would fit in 20 words:
Quote
+2 Cards. Choose one: gain a gold; or you may play a Treasure from your hand twice


 . . .
wild that this can play fortune if you've thinned the gladiators, since thats an Action supply pile.
Wow! That's pretty cool!
Unfortunately, it's not likely to be that amazing. If the Gladiators are exposed, you probably already played a Fortune that turn. The best case would probably be that Gladiators are NOT exposed, one of the supply cards is a gainer and you play that before the Gladiator/Fortune pile so that the Fortune is now revealed for you to play with Charge. Then you use that money and +buy from the Fortune to buy your first actual Fortune. Hoping you have at least $4 leftover after buying Charge.


Gonna replace my entry with this:

Quote
Sycophant • $2 • Action
+1 Card
+1 Action
Reveal the top card of your deck. If it's a Sycophant, put it in your hand.

Pile is 16 deep, doesn't scale on player count.
Did you know Syncophant only has one 'n' in it? I didn't.

I love this idea!! I don't think it needs to have 16 cards in it, though.

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