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1
Weekly Design Contest / Re: Weekly Design Contest #150: Half!
« on: May 01, 2022, 03:47:16 pm »



I really think this is an interesting card! I feel like $3 might be better. If there's an excellent card you want to lock your opponents out of (a trasher, or a +buy), you essentially raise the cost of that card by $4 for your opponents which seems a little steep. $3 feels better that way.

Very excellent design that it provides +buy and can also rotate, otherwise I could perpetually lock my opponent out the only +buy on board.

One cool use of this is ending the game -- if there are 4 rats left i can buy one of these to eliminate 2 rats from the Rats pile by putting them on top of another pile. For that, you might consider changing it to "once per turn."

2
Dominion General Discussion / Buying Allies at a game store?
« on: March 18, 2022, 11:54:14 am »
Has anyone had any lucky buying a physical copy of Allies locally? I have had no luck finding it in stock. I "pre-ordered" it with a local game cafe, but they still don't have it. I thought we would get it instantly because I do live in Chicago.

Doesn't even seem to be in bigger stores.

I could order online, but I wanted to support a local shop. Amazon has it available already.

3
Dominion General Discussion / Re: Allies Preview 1: Allies
« on: February 28, 2022, 08:13:29 pm »
Peaceful cultists proxies a trashing token (a common fan-theme invention).

I am wondering if we might see Favors proxy other mechanics? Like Villagers? I would expect it to not be identical to how Villagers work. Maybe something like "At the start of your turn, you may spend a Favor to play an Action card from your hand." Being weaker because you have to make the choice to spend it at start of turn.
Or "At the start of your Buy phase, you may spend a Favor to play an Action card from your hand." That one sounds pretty interesting actually though it's even weaker.

We might see Favors proxy Coffers, but it'd have to be new somehow like not triggering 1:1. "At the start of your Buy phase, you may spend 2 favors for +$3." League of Bankers makes me think we might not get one of those, although it's a lot less like Coffers and more like Buying a Treasury.

Underling looks great. Peaceful Cult and Cave Dwellers both make it a pretty strong $3, can't wait to see the other Ally options! I also love Bauble, continues the trend of excellently designed $2-cost treasures. With the current Allies options, I'm pretty happy taking $1 and a Favor for most turns and then using the +Buy only as needed.

4
Weekly Design Contest / Re: Weekly Design Contest #142: High Spirits
« on: February 08, 2022, 08:53:49 pm »
the problem I see is that Transfigure can gain colonies from the trash

HmmÖ with transfigure itís hard to get colonies in the trash in the first place. You have to luckily have them on top of deck when you play it, and play a second transfigure.

But with salt the earth it becomes ridiculous. Upgrade, too, and rebuild.
Is this risk worth restricting it to not gaining victory cards? Or an odd less than $8 clause?

Restricting it to non-Victories would be awful; nobody wants to risk losing 10 from playing their Transfigure. Less than is better, but still has the problem of people not wanting to Locust themselves.

oh that's an excellent point!!! Thanks for pointing that out!

 I think in that case I will have to live with the possible Colony gaining. I did some more thought and it's kind of hard to activate...
1. Remodel a Colony into a Colony.
2. Play Transfigure, trash a card that is not colony and gain the trashed Colony.
But it is actually more complicated-- if you drew your deck, then you play remodel, when you play Transfigure you trash a colony so you don't net an extra Colony from it! You have to gain a card first. And if you can't draw your deck, it's difficult to line up the Remodel with a Colony!
So it's actually kind of like.
1. Draw your deck
2. Remodel-variant a Colony into a Colony (Salvager works too). Note that these cards are pretty much always terminal.
3. Top-deck a card, or Gain a card to the top of your deck (OR gain several cards and then get lucky on your Transfigure play)
4. Play Transfigure to trash the non-colony, and then gain the colony you trashed in step 1.

That's a lot of steps and it'll be rare that Kingdoms can support this. So I think I will just live with this as a potential powerful combo to exploit in those Kingdoms.

5
Weekly Design Contest / Re: Weekly Design Contest #142: High Spirits
« on: February 08, 2022, 05:58:33 pm »
the problem I see is that Transfigure can gain colonies from the trash

HmmÖ with transfigure itís hard to get colonies in the trash in the first place. You have to luckily have them on top of deck when you play it, and play a second transfigure.

But with salt the earth it becomes ridiculous. Upgrade, too, and rebuild.
Is this risk worth restricting it to not gaining victory cards? Or an odd less than $8 clause?

6
Weekly Design Contest / Re: Weekly Design Contest #142: High Spirits
« on: February 08, 2022, 12:35:39 pm »
I sought out trying to create a boon that was a remodel variant because I saw that missing from the spirits. Except, the design ended up better with the Action card being a remodel variant.




Quote
Transfigure | Action | $4
Trash the top card of your deck. If it costs $4 or more, gain a Sprite.

Choose one: gain a card costing up to $2 more than the trashed card, or gain a card from the trash.

Quote
Sprite | Night - Spirit - Fate | $3*
Trash this.
-
When you trash this, if you haven't already trashed a Sprite this turn, take three boons. At the start of your next turn, receive them in any order.
(This is not in the Supply.)

There are 10 Sprites in the Supply.

I like the idea of this random remodeler. If it hits a high cost card, you get a Sprite, which is a card that likes to get trashed (synergy!) and also self-trashes... which Transfigure can recover from the trash!

Total open to feedback.

Some open design questions:
- Do I need to limit Sprite to once per turn? I want to avoid someone resolving more than 3 boons at the start of their turn, but is this necessary? It seems difficult to consistently recover Sprites from the trash (you have to have cards to transfigure into them, or get lucky with a Fortress at top of deck).
- Is the cost right for Transfigure? I think the randomness of top-deck, combined with the potential to gain Sprites makes this on-par with Remodel.
- It's important to me that Transfiguring Sprites doesn't gain more Sprites because that's just too wild. So the question here -- is Sprite appropriately priced for Exorcist? I believe so comparing it to Fool. If not, would it work to raise the Sprite gaining to $5? I am also thinking that Sprite might be sort of weak so it could cost less? Although I like that transfiguring it turns it into a $5, but it seems that someone would be very unlikely to exorcise a 4 cost to get it, so maybe it should cost $2. I do like costing it $3 so it can be hit by more opponent trashing attacks. Also, this is a great card to gain via exorcist because it is great food for exorcist, so I actually am settled on $3 being okay on Sprite right now. But you can tell I am conflicted.

7
Weekly Design Contest / Re: Weekly Design Contest #141: Seaside Revisited
« on: February 04, 2022, 04:16:09 pm »
Chiefs Hut has been tested for Seaside and deemed to be weak.

So for weak cards do you fine it best to just make them:
narrow and cheap to buy?
try to add versatility like adding have modes to the card like choose one from a list?
try to add versatility like if you have no actions in your hand then "+1 card and +1 action" as an example?
There is no general answer to that.
In case of a card that has been tested by the designer and eliminated during playtesting the solution is simple: just donít do what has already been tried.

Yeah but didnít like playtesting at the time want the +buy to move
From merchant ship to wharf? So we canít rely on all of the play testing then to be most accurate

8
Weekly Design Contest / Re: Weekly Design Contest #141: Seaside Revisited
« on: February 04, 2022, 03:28:34 pm »
Lookout is one of my favorite cards, but Donald X has said it is likely to be replaced due to the fact beginners are scared to play and it and be punished. And lookout becomes terrible later (which I actually enjoy, but let's design a replacement)



Quote
Deck Officer | Action | $2
+1 Action

In either order: you may put a card from your hand onto your deck; and you may trash the top card of your deck.

Deck Officer can randomly trash from the top of your deck in the beginning of the game. In the mid-game, you can top deck the card you want to trash reducing your hand size, but hey, now you can trash the curse you have in hand. Note you can do these action in either order. So if you prefer to trash and then top-deck a card you can. Both clauses are may, so you can simply get +1 action from this and do nothing else.

This deals with Seasides top-decking theme. This is a card that trashes from the top but can also set up cards on the top. If you have a native village in hand you can trash the top card of your deck, then top-deck a card you want Native Village to secret away. Or maybe you want to set up your next turn with a spare village. I dunno, your choice!

Deck Officer is apparently the name of the person who keeps watch on the ship. Kind of like a lookout. Of course it doesn't churn through as many cards as lookout so that's my justification for pricing it at 2.

Open to feedback!
First off, I love this design, but I do feel it is a bit strong at $2. I would either bump it up to $3, or just make it a terminal.

Thanks! If you compare deck officer to loan, itís clear it doesnít compare well since loan offers that extra $ and always hits. Forager also makes this bad at 3.  And it compares well with raze so 2 feels right and not broken.

As is this card canít be $3. I could add a + buy but that seems inelegant. The best change would be make it a duration and say ďnow and next turnĒ and price it at $4 or $5 but I like the simplicity of this 2-cost non duration trasher.

Terminal at $2 would be very weak especially compared to raze and chapel

9
Weekly Design Contest / Re: Weekly Design Contest #141: Seaside Revisited
« on: February 03, 2022, 04:32:50 pm »
I like it but it is far more swingy than Lookout. You donít want to topdeck anything early so if you hit a good card it is like a Knight attacks plus a failed trashing attempt.

But if you're scared of this early you can always do the order "top deck a card, trash the top card of your deck" which turns the card into essentially +1 Action, trash a card from your hand."


10
Weekly Design Contest / Re: Weekly Design Contest #141: Seaside Revisited
« on: February 03, 2022, 03:47:00 pm »
Lookout is one of my favorite cards, but Donald X has said it is likely to be replaced due to the fact beginners are scared to play and it and be punished. And lookout becomes terrible later (which I actually enjoy, but let's design a replacement)



Quote
Deck Officer | Action | $2
+1 Action

In either order: you may put a card from your hand onto your deck; and you may trash the top card of your deck.

Deck Officer can randomly trash from the top of your deck in the beginning of the game. In the mid-game, you can top deck the card you want to trash reducing your hand size, but hey, now you can trash the curse you have in hand. Note you can do these action in either order. So if you prefer to trash and then top-deck a card you can. Both clauses are may, so you can simply get +1 action from this and do nothing else.

This deals with Seasides top-decking theme. This is a card that trashes from the top but can also set up cards on the top. If you have a native village in hand you can trash the top card of your deck, then top-deck a card you want Native Village to secret away. Or maybe you want to set up your next turn with a spare village. I dunno, your choice!

Deck Officer is apparently the name of the person who keeps watch on the ship. Kind of like a lookout. Of course it doesn't churn through as many cards as lookout so that's my justification for pricing it at 2.

Open to feedback!

11
Other Games / Re: The Mind
« on: February 02, 2022, 11:14:45 pm »
My girlfriend and I discovered a technique to win the final most difficult rounds. The rules are if you play a card out of order, you lose a life, and then everyone discards cards lower than that mis-played card.

Which opens this up for exploitation. For the last two rounds we had three lives, and I played the highest card in my hand, losing a life, and discarding all the rest of my cards, then only my girlfriend had cards left (or maybe none) to win the round without any chance of losing another life.

This depends on you making sure you have enough lives left over for the final rounds, but it works.


12
Dominion General Discussion / Re: Seaside 2E Announced
« on: January 28, 2022, 05:37:27 pm »
Honestly wharf should be removed. Itís too strong and does everything. If it didnít have the +buy it would still be super strong and worth it. It just gives too much, and if I had a time machine itís definitely one of 7 seaside cards Iíd rethink. And the second edition is kind of a time machine.

Also, I have a feeling 7 cards will be replaced and we get 2 extraó for a few reasons: seaside already has more blank cards, and if any of NV, island, or pirate ship are removed (incredibly likely that pirate ship is removed) the lack of Mats adds room for more new cards. We might even only lose 6 cards.

13
Dominion General Discussion / Re: Interview with Donald X.
« on: December 20, 2021, 03:07:40 pm »
How do you feel about the Allies cards leak?

Will it affect the previews you do (or if you do them?) I am hopeful it will not affect them because I enjoy those previews and basically ignored the leak.

14
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.

15
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 youíre 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 youíre not drawing deck it can be helpful for cycling (you could even build a Night card engine!).  I donít know if needs to cost $3, but itís 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.




16
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.

17
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.

18
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.

19
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.

20
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.

21
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


22
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.

23
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.

24
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


25
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)

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