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1
This is extremely overcosted. I quite like the idea, a dead card with duration draw on-gain, but 6 is much too expensive for what it is. 4 or even 3 would be a better price.

This is not that important, but it does strike me as an odd verdict, especially since the powerlevel was already discussed. If it were obviously overpriced, wouldn't I know that? I mean, I thought about what it should cost, so what did you find that I missed?

+1 VP is comparable to +1 Card. (Monument suggests it may worth less, at least later in the game.) If Tavern draws 2, it should be better than Duchy. This happens if you have 1 Victory card in hand. If you have 2, it should be comparable to a Province. And the ceiling is much higher.
One-shot draw isn't comparable to actual in-deck draw. If you want this for vp, usually you'd rather just have a Duchy.

2
Judging
scolapasta's Retriever

As a 2-cost +2 cards with a reaction, this is in good company. Plus, it has added upside of giving itself back to you next turn! It turns discarding into deck thinning, and it counters trashing attacks. It seems a bit too narrow to be worth buying a lot of the time.
silverspawn's Tavern

This is extremely overcosted. I quite like the idea, a dead card with duration draw on-gain, but 6 is much too expensive for what it is. 4 or even 3 would be a better price.
mathdude's Borrowed Land

Not a bad concept, but another undertuned one. The issue is that, barring alt-vp cards which are uncommon, it only does anything when your opponent gains a province or colony since duchies just give an estate. It' just not buyable most of the time.
Aquila's Magnate
Quote
Magnate - Victory, $4 cost.
2VP
-
When you gain this, gain a non-Victory card costing up to $4. When you trash this during your turn, cards cost $2 less for the turn.
Quite like this. It gives you a potential big turn, but with some difficulties and a reason to buy it otherwise.
BBobb's Trapper

Hunting Grounds with a downside. Great card. A -1 Card Token is a big downside that comes with a big upside, since you start with a smaller hand, allowing you to easier dud, but it's often worth it.
Xen3k's Horse Racer

A cheaper lab, but only later into the game since you need to have non-copper buying power first. It reminds me of Grand Market, and that's certainly a good thing. It not cost reducing when you have a bunch already is a good thing too.
spheremonk's Dignitary

An interactive terminal draw card, which is a double lab with some help from the other player. The design here's nice, although it may be a bit strong once provinces start being consistently gained.
mandioca15's Brazier
Brazier (Action, $5)

+3 Cards
---
While this is in play, when you finish playing an Action and it's still in play,
you may trash it for +1VP.
This seems like a nice skill testing card. It can be a win condition or just get rid of things you don't need.
faust's Burglar

On its own, this is a much worse Candlestick Maker. However, once you start greening, it gets a lot better. The weak early, strong late tradeoff is quite good, and likely makes for some very interesting decision-making.
Timinou's Homestead

I'm not a huge fan of how feast or famine this is. Unlike other cost reducers, it does absolutely nothing without extra buys or gains and requires quite a lot of setup to do much.
X-tra's Wooden Spikes

A neat little trasher, and another tricky one. It can ax a whole lot of coppers at once, but this isn't without downside, mainly losing your buy for the turn.
fika monster's Quick Deal

A riff on Innovation as an action. A nice way to accelerate some cards, and it works on non-actions. I do feel "action or treasure" should be specified.
Mahowrath's Cloakroom

Iíll admit, Iím not quite sure the purpose of this. It thins you, but it gives you just as much junk back.
NoMoreFun's Sensei

Turn your spare action cards into +cards. Some cool decisions to be made, since you can grab random 2s and 3s to make Smithies.
emtzalex's Fanatics

This may be a bit too much of a downside. Itís akin to Mission, but that being an event instead of a full pile and not taking up deck space is significant.
Commodore Chuckles's Eager Hound

Nothing too complicated, just a nice 2-cost card. A bit like Den of Sin, but a Moat and duration draw are very different while in the deck.
pubby's Panner

This seems very interesting decision-wise. You get a strong card for cheap, but also mildly junk yourself.
spineflu's Profits

I quite appreciate the creative use of the reserve mat within the rules. A one-shot fortune you can save also seems like it would play quite well.
Gubump's Harbor

Border Village, but on a Smithy. Of course, this isnít to say it would play out the same. Villages are quite different than smithies.
LibraryAdventurer's Bridge Builder
Quote
Bridge Builder
$6 - Action
+3 Cards.
-
While this is in play, cards cost $1 less.
Another simple, but nice card. Bridge gives the buys part of a cost reduction megaturn, Highway gives the actions, this gives the cards.

Honorable Mentions:
Burglar
Trapper
Dignitary
Wooden Spikes
Eager Hound
Harbor
Winner:
Panner, by pubby.
Hard choice, but well done to all of you this week!

3
Yes, sorry for losing track of time for a bit. Submissions are closed, and I'll make sure judging is out by tomorrow.
Current entries (if your entry is not listed here, make sure I am aware of it)

You missed my Bridge Builder.
Thanks for letting me know! I've updated the list.

4
Yes, sorry for losing track of time for a bit. Submissions are closed, and I'll make sure judging is out by tomorrow.
Current entries (if your entry is not listed here, make sure I am aware of it)
scolapasta's Retriever
silverspawn's Tavern
mathdude's Borrowed Land
Aquila's Magnate
BBobb's Trapper
Xen3k's Horse Racers
spheremonk's Dignitaries
mandioca15's Brazier
faust's Burglar
Timinou's Homestead
X-tra's Wooden Spikes
fika monster's Quick Deal
Mahowrath's Cloakroom
NoMoreFun's Sensei
emtzalex's Fanatics
Commodore Chuckles's Eager Hound
pubby's Panner
spineflu's Profits
Gubump's Harbor
LibraryAdventurer's Bridge Builder

6
Weekly Design Contest #106: Business In The Front, Party In The Back
Design a card with only vanilla bonuses above the dividing line but with anything you wish below it.
Examples of official cards that fulfill this include Highway, Nomad Camp, Haggler, Moat, Spices, Nobles, and Cemetery.
It must have some below line text, so nothing that's full on vanilla.
Vanilla bonuses are +Cards, +Actions, +Buys, +$, +Coffers, +Villagers, +Victory Tokens, and static Victory Points.

7
Weekly Design Contest / Re: Weekly Design Contest #105: Attack with Choices
« on: February 24, 2021, 02:47:11 pm »
Thanks for the win! I'll have the next contest up shortly.

8
Weekly Design Contest / Re: Weekly Design Contest #105: Attack with Choices
« on: February 19, 2021, 03:24:39 pm »


   


9
Weekly Design Contest / Re: Weekly Design Contest #104: Raise the Ceiling
« on: February 10, 2021, 11:45:38 am »


A project that helps when you need it but hurts a lot when you buy it at a time when you shouldn't.

10
Variants and Fan Cards / Re: Dominion: Wilderness
« on: January 31, 2021, 08:49:01 am »
Have you considered changing the color of the Resources? They bear a very strong resemblance to Treasures.

11
Weekly Design Contest / Re: Weekly Design Contest #102: Unspent
« on: January 26, 2021, 12:13:28 pm »

12


I could see this at 3 but I'm not sure yet. Thoughts?

13
Removed, ineligible

14
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 10, 2021, 07:47:25 am »

A mostly vanilla wish gainer.

As worded, this gives you a Silver regardless of whether you overpaid any or not. Is that intentional?

You can't overpay by 0. You have to pay more than the current cost of the card.

15
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 09, 2021, 03:35:34 pm »

A mostly vanilla wish gainer.

16
Variants and Fan Cards / Re: Set Expansion Contest
« on: December 29, 2020, 09:03:37 am »


Just a small tweak to the Scheme part of the card so it doesn't have issues with durations.

17
Variants and Fan Cards / Re: Set Expansion Contest
« on: December 28, 2020, 08:20:48 am »

18
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 28, 2020, 08:06:19 am »


Tried this with 3 choices, but it's too wordy that way by far. I prefer the either/or decision.

19
Dominion General Discussion / Re: Distribution of Dominion card costs
« on: December 20, 2020, 07:35:37 pm »
Of course, Alchemy having only 2 cards without Potion costs does throw off the numbers here.

20
Variants and Fan Cards / Re: Set Expansion Contest
« on: December 20, 2020, 07:02:38 pm »

21
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 16, 2020, 10:19:19 am »



For Intrigue, to lean into the Victory card themes of the set.

22
Variants and Fan Cards / Re: Set Expansion Contest
« on: December 12, 2020, 09:20:41 am »
Changing my submission to make it a bit more unique

23
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: December 11, 2020, 08:53:05 pm »

24
Variants and Fan Cards / Re: Set Expansion Contest
« on: December 11, 2020, 08:35:51 pm »

EDIT: Replaced with

25
Variants and Fan Cards / Re: Equipment, Cabinet and Moral
« on: December 08, 2020, 01:11:23 pm »
I donít get why this needs new keywords. Simply use gain, keep the once per turn clause and explicitly make it a non-Supply card.

Yeah, I'm still on board team "non supply and gain". I get that won't work with the cards being yours and set aside at the start of the game. But it begs the question, why?


Can you gain a card you already own?

I don't get the "non supply" part. The Equipment cards are non-Supply cards and are accordingly designed. Like Heirlooms, they have no own pile, therefore no cost*, and no (This is not in the Supply.).

I'm glad my other suggesting might work for you.

To be clear with the above, what I (and I assume @segura) was suggesting was that players don't already own Equipment and that they are non supply piles.

My goal was to help accomplish the goals you want with the Equipment mechanic within the confines of standards that already exist. i.e. trying to minimize the # of new rules ("take" owning cards at the beginning that are set aside, etc).

I really appreciate your work and help in improving my cards. Please don't get me wrong.

I have prepared a version with your suggested wording (left) and posted the previous version to the right, just for a better comparison, text wise and aesthetic-wise:



What do you guys/gals think about that?


The second one is so much clearer and more understandable.

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