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Messages - Marpharos

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1
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: August 02, 2020, 01:34:47 pm »

You seem to be confused about how the game works: you can spend Coffers before you buy anything, i.e. you can play a Honey and then immediately spend the Coffers independent of whether you played a Honey before or not. You can also first spend the Coffers you got in a previous turn before you play Honey.
There is no downside at all, Honey is strictly better than Gold (ignoring the aforementioned edge cases like Gamble, Venture and Black Market).

Good point, I tend to leave Coffers to the end because I don't think about how much money I'll have before playing all my treasures beforehand.

There's a way to get it to work well, and I like the ideas I've been given but I don't think I'll get it sorted in time for the deadline. I'll keep working on this one as I like the concept though.

2
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: August 01, 2020, 12:41:59 pm »
I've never bought Leprechaun without intending to gain wishes, I believe.
Leprechaun misfires far more often than it hits and I have witnessed better players than me open with Leprechaun and win.

I totally agree that gaining any stop card should be viewed critically. But Honey is better than Gold, money decks do still exist and +1 Villager and +1 Buy is a decent secondary option.

My thinking with Honey is that if you only gain 1 and always spend the coffer when it comes round then youíve gained a single Gold, or if you save the Coffers for another turn you risk it being a Silver which is fine.
If you gain 2+ Honey, youíre really hoping they donít collide and that you can spend the Coffers consistently enough. Apiary doesnít allow them to collide directly, but the Villager it gives does encourage other draw cards to be played which increases the likelihood of drawing more Honey. Taking away the duration also stops you from gaining Honey too quickly probably makes it stronger, and also stops you gaining Villagers too quickly which affects its strength depending on the kingdom. (Ie, couldnít quite work that one out...) If you flood your deck with Honey, youíve mostly gained a ton of Silver.

Still, opening with Apiary the earliest you get the Honey in play is turn 5 most likely. Opening Skulk gets you a Gold turn 3 if youíre lucky.

3
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 31, 2020, 05:52:53 pm »
I like it, but +3 coffers is too much. You really don't want players stockpiling large amounts of coin tokens so easily.

Suggestion: "+$2. If you have no Coffers, +1 Coffer."

I think I like this idea the most - it's clean and simple, stops stockpiling coffers and still limits the power of subsequent Honey played. One idea was for a Devil's Workshop-like effect which worked well too, but I think this is more streamlined!

UPDATED SUMBISSION



Apiary
Action
$4
Quote
Choose 1: +1 Villager and +1 Buy; or gain a Honey.

I took the duration off this because technically it wouldn't count towards the competition with it on but I still like it.

Honey
Treasure
$5*
Quote
$2
If you have no Coffers, +1 Coffers

(This is not in the supply.)

It pleases me that both cards fit under the rules for this week, and that you pubby for your idea! :)

4
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 30, 2020, 12:40:24 pm »
My submission:



Apiary
Action - Duration, $4
Quote
Now and at the start of your next turn, choose 1: +1 Villager and +1 Buy; or gain a Honey.

Honey
Treasure, $5*
Quote
+3 Coffers
-
Provides 1 Coffers less per Honey in play, other than this.

(This is not in the supply.)

I kept wanting to do something with Coffers and Villagers and Buys, this was the best way I could think to work it.
...

Unless I'm misunderstanding Honey, it starts off as a Coffer-gold and just gets better in multiples. This seems way too strong to me - even if Honey was only a Coffer-silver and couldn't scale I still think it would be very strong to gain with Apiary.


Edit: I misread Honey as providing more coffers per copy of Honey in play rather than less. It still seems pretty strong though, especially given that the other mode of Apiary isn't completely terrible to have a copy of in your deck.

It also seems like it would encourage money strategies a lot but if that's what you're going for it's not an issue.

I think the intent is to have it scale down, so the second Honey played gives 2 Coffers, the third gives 1 Coffer, and the rest played gives 0. Maybe the text below the line should read "Provider 1 fewer coffers for every Honey already in play"? Perhaps baking the reverse scaling into the Coffers gain?

Edit: You already got it. Disregard.

Iíve seen there are issues with how my submission reads and will update Honey so it functions better, Iíve had some really good ideas from Dominionaer too. I intend on updating it before the competition closes but itíll likely be tomorrow if I do. Iíd do it now but Iím at work...

5
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 29, 2020, 06:03:57 pm »
My submission:



Apiary
Action - Duration, $4
Quote
Now and at the start of your next turn, choose 1: +1 Villager and +1 Buy; or gain a Honey.

Honey
Treasure, $5*
Quote
+3 Coffers
-
Provides 1 Coffers less per Honey in play, other than this.

(This is not in the supply.)

I kept wanting to do something with Coffers and Villagers and Buys, this was the best way I could think to work it.





A simple 2-cost card. Now or later duration are great fun and the buy clause seemed interesting.

I really like this a lot, but I don't think it fits under the rules:

Short list of not valid cards:
  • Caravan: 3 vanilla effects, which is one too many (+1 Action, +1 Card and another +1 Card).
  • Merchant Guild: 3 vanilla effects, which is one too many (+1 Buy, + and +1 Coffers).

I could be wrong with this though, if someone would like to correct me?
It might be worth making the effect above the line either now or next turn instead of splitting it up like that?

6
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 24, 2020, 02:26:59 pm »
Not sure if this is in time but I've updated mine so it is an attack.

Updated Submission (maybe in time?)

Quote
Marooner
+$3
Exile this and another card from your hand. Each other player reveals the top card of their deck and discards it if it costs $3 or more.
-
When you discard this other than during Clean-up, you may reveal it and each other player with 4 or more cards in hand puts a card from their hand onto their deck.



There's a lot of text on the card, but I think I'm happier with how it is now.

7
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 19, 2020, 05:51:28 pm »
Note: reactions would only be able to react to the card being played, not discarded from exile, so the Attack type is useless on the card.

I don't think this needs a reaction type at all, since all it reacts to is itself. It could just be a standard dividing line, similar to when-gain.

The Reaction typing is that it reacts to a stimuli. Black Cat requires the card to be played to stop it from handing out all the curses in 1 turn with very few Black Cats. Not all reaction cards require it to be played, like Tunnel. Speaking of, the Tunnel wording is much more in line with what I'm trying to do I think. Also, if Ghost Ship is an attack then this is an attack, and you can attack if it's your turn or not.

Updated Downthread



Quote
+$3
Exile this and another card from your hand.
-
When you discard this other than during Clean-up, you may reveal it and each other player with 4 or more cards in hand puts cards from their hand onto their deck until they have 3 cards in hand.

It's effect can't really be triggered more than once per round unless something allows you to draw back up like Council Room, and even then you're going to be putting the same things back most likely. I didn't want to put too many more words on there as it's very crowded already, and I checked that it's effect would still happen if discarded from Exile. It just opens it up to more shenanigans too.

8
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 18, 2020, 07:01:31 pm »
Having done some playtesting, Waterwheel is too strong for $5, so will increase the price. I will also reword the below-the-line effect (thanks for the suggestions).

Waterwheel (Action, $6)

+3 Cards
You may trash a card from your hand.
óóó
When you gain this, trash a card from your hand. If you didnít, return this to its pile.

I was thinking of doing something really similar to this and have a below the line effect of "when you gain or trash this, trash a card from your hand." I like the idea of not gaining it if you can't trash something, so keeping it as it currently is maybe it should say "When you gain this, you may trash a card from your hand. If you didn't, return this to its pile." If there are still shenanigans to have with this then they're probably fine and edge-case scenarios anyway.

[Edit - I missed that there was a later version of this...]



My submission this week is Marooner. It's like a returning island with a Ghost Ship below the line effect.

Marooner $5 - Action - Attack - Reaction



Quote
+$3
Exile this and another card from your hand.
-
When you discard this from Exile, each other player with 4 or more cards in hand puts cards from their hand onto their deck until they have 3 cards in hand.

Maybe it wants to cost 4, or maybe it wants to give +$2 instead of +$3. I'm not sure how to value Exiling cards so any advice is appreciated!


UPDATED LATER

9
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 17, 2020, 12:49:48 pm »
Very in depth, and well done to alion8me! I know my night hag needed some more work to make it either less better than witch or something but I didnít have the time to give to it in the end. Maybe it needed to cost 6 or just have a weaker effect (probably the latter). Idk. Was lots of fun though, thank you Carline!!

10
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 12, 2020, 06:20:45 pm »
I've redone my design. Thanks to pubby, LordBaphomet, grep, anordinaryman, alion8me, and sorry I don't entirely understand how quoting multiple people works on this.

I wanted Night Hag to be something that wakes you from sleep, it's thematic and I like it so I wanted to keep the night phase and not make it a Treasure. I also wanted it to have a cursing effect, like all good(?) hags. I also wanted there to be a reason to go back to the Action phase and not just to be a gimmick. This is what I've got now:

Night Hag



Quote
If it's your Night Phase, you may trash a Curse from your hand or gain a Curse to hand. If you do, return to your Action phase. Otherwise,
+2 Cards
+1 Buy
Each other player gains a Curse.

I am still torn about gaining a Curse to hand. I had it as gain a Copper/2 Coppers to hand, or gaining a Spirit of some sort. This seemed to be a fix. So, you might have some unfinished business in the action phase and really want that Curse, or want to trash that earlier curse you gave yourself. Most importantly though, I don't think it matters if that locket is cursed anymore...

11
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 08, 2020, 06:11:19 pm »
Thank you NoMoreFun for the challenge this week and congrats on the win Carline, definitely deserved with the amount of effort you put in!

Updated downthread

My submission this week is Night Hag:



Quote
Night Hag
If it's your Night Phase, return to your Buy phase for +2 and each other player gains a Curse. Otherwise,
+2 Cards
+1 Buy

My concern was that this might be too powerful, so I added an heirloom to it. I don't think the heirloom needed to be cursed now that I think about it, but I've already put it on the cards... Oh well, here's Cursed(?) Locket:



Quote
Cursed Locket
$1
The first time you play a Copper this turn, +$1
-
While this is in play, when you return to a previous phase, each player may trash a Curse from their hand.

I wanted the heirloom to be $1.5 and figured that having a Merchant-like effect would achieve that nicely. It can't stack in the way Merchant can too, which I like. It can also trash those pesky Curses you have in your hand, but allows everyone else to do so as well. Maybe the locket is cursed because it eats curses? It was my way of trying to balance having lots of Night Hags played in the Night phase.

Any feedback is greatly appreciated. I don't know if Night Hag should cost $6, or whether the locket really is cursed...

12
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 30, 2020, 05:41:54 pm »
#5 is interesting, but I don't think it works as an action, especially at 5.

I agree, perhaps itís better as an event? Maybe it needs repricing to 4 if it is? As an event, you can still move it around but you canít stack it too, so doesnít feel like such a dead card.

13
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 27, 2020, 09:06:47 pm »


Technically it's another token similar to Ferry, but with a monopoly clause to encourage the patent holder and discourage the others. Yes, you can patent Curse or Ruins, and junk the opponents while getting profit. To nerf this feature, monopoly is once per game.
The wording is heavier than I prefer, I would really appreciate any help with rewording.

I think you mean Seaway, not Ferry? Here's my attempt:

Quote
Gain a card from a pile without a Patent token costing up to $4. Move your Patent token to its pile.
When another player gains a card from that pile, you first get +1 Coffer.

14
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 27, 2020, 08:54:13 pm »
Quote


Quote
Land Grant - <10> - Project

Once per game, place a cube on a Landmark of Land Grant set that has no cubes on it. When scoring, it applies only for you.

Setup: make a Land Grant set with the following Landmarks: Fountain, Museum, Obelisk, Orchard, Palace, Tower and Triumphal Arc. Choose at random Obelisk's supply pile.



The specific Landmarks I want to add to Land Grant set:

- When scoring, 3 VP for set you have of Province - Duchy Ė Estate
- When scoring, 2 VP for different named Action card you have
- When scoring, 3 VP for different named Treasure card you have
- When scoring, 1 VP per 4 cards you have (round down)
- When scoring, 3 VP for different type of cards you have
- When scoring, 3 VP for different type of cards in the trash
- When scoring, 1 VP per Action card you have from an empty supply pile
- Choose a card type besides Action, Treasure and Victory. When scoring, 1 VP for each card of that type you have

Iíll create names and arts. I donít know for sure if they are well balanced. What do you think?

I like these a lot and the power of them would vary by game, but they benefit from not being cards themselves - especially the Gardens variant. I haven't given much thought about the numbers but it seems alright. I might change the one that's "3vp for different type of cards in the trash" as it might work better if it cared about number of cards in the trash? I think the last one is the weakest of them all. At what point do you choose the card type? If you pick Curse you're essentially unaffected by them.

Overall I think they're pretty well balanced though. I haven't thought about the cost of the project at all either but seems fair enough. In general you're looking at an easy 9+ vp.

15
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 27, 2020, 07:59:06 pm »
I'd reword Gold Token & Silver Charms
Silver Charms as "when you play a Silver, +1 Buy"
Gold Token, look to inheritance for wording - something like "On your turns, Gold is also an Attack - Doom card that reads '$3. Each other player receives the next Hex'"

You're right, Silver Charms does need that reworking. I found Gold Token problematic for wording but what you've suggested is definitely clearer.

The full updated lot then:



Quote
Metalworker - Action - $5
Reveal a Treasure from your hand. The player to your left may reveal a copy from their hand. If they do, gain a copy of it. If not, take either the Copper Alloy, the Silver Charms, or the Gold Token.



Quote
Copper Alloy - Artifact
Each Copper produces an extra $1 this turn.



Quote
Silver Charms - Artifact
When you play a Silver, +1 Buy



Quote
On your turns, Gold is also an Attack - Doom card that reads: $3 Each other player receives the next Hex.

16
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 26, 2020, 08:38:36 pm »
I think my last submission (WotMagpie) could've used that +1 Action, and maybe drawing Treasures as well. Hindsight, eh?

For this week, I had thought of doing a Tournament variant but it didn't seem all that worthwhile. Here's what I've got instead:

Metalworker
Quote


Action - $5
Reveal a Treasure from your hand. The player to your left may reveal a copy from their hand. If they do, gain a copy of it. If not, take either the Copper Alloy, the Silver Charm, or the Gold Token.

Copper Alloy
Quote


Artifact
Each Copper produces an extra $1 this turn.

Silver Charms
Quote


Artifact
Each Silver provides +1 Buy this turn.

Gold Token
Quote


Artifact
Each Gold in your deck gains the Attack - Doom type.
When you play a Gold, each other player receives the next Hex.


I'm not 100% on how I've worded some of these, especially Gold Token. I took inspiration from Capitalism for that, but because Artifacts aren't attacks and Metalworker isn't an attack I thought Golds gaining those types made the most sense?

17
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 25, 2020, 12:06:23 pm »
Again, to avoid ambiguity, will set my entry as the following.

Gewgaw (Treasure, $5)

+$3
+1 Buy
---
When you gain this, gain 2 Trinkets.

This is strictly superior to cache. Trinkets are better than coppers almost all the time (cuz they can be self trashed) and this comes with a +buy.

Maybe Cost it 6 or price it with debt or something.

Edit: I do think this design space is really really good (coming with trinkets as a cost, but providing a +buy so the trinkets arenít actually bad). It just needs to be reworked as to not be so much better than a similarly priced card.

Maybe even making it an Action instead, limiting the amount you can play per turn. Itís underpriced due to being a Treasure imo.

18
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 23, 2020, 12:31:17 pm »
Trinkets suck in money, they are natural engine pieces that profit from decks that consistently provide several Buys per turn.

Exactly, you want Trinkets to reduce the cost of cards and you want money to get rid of Trinkets.

I feel like with Trinkets in play I would go for having enough to get a load of mega turns off consistently, so I donít necessarily need money in my deck too much. Bridges can be drawn dead, Trinkets canít so having these is much better. If the effect were that cards cost 1 more, that would be a different matter and would feel like junk you would want to get rid of quickly, but as they are I see Trinkets as more of a help in general.

I did consider having it just reveal the top card, but I liked the idea of magpies discarding their Trinkets out of greed. Also, if the magpie also provided +buy it would be too self-sufficient. I feel like Ways, in general, shouldnít be too OP on their own.

19
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 22, 2020, 07:11:07 pm »


Quote
Way of the Magpie

Discard the top card of your deck. If it is a Treasure, gain a Trinket.

Gains you Trinkets when you want them, mostly.

20
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 18, 2020, 05:14:52 pm »
Results are in, here we go.

LibraryAdventurer
Quote
Goblin City
$5 Action-Attack-Looter
+1 Card
+2 Actions
Each other player may discard an Action card from their hand. If they don't, they gain a Ruins into their hand.
-
This costs $1 less if you have any Ruins in play.

I like the theme of this, and having a village that attacks seems fun and unique to me! Forcing others to discard their actions is tough, but if multiples are played then you can at least discard the Ruins you previously gained. I enjoy the variable cost of this too, making it cheaper for you if youíve just been hit by it. A fun card.


NoMoreFun
Quote
Quadrangle
$7 Ė Action
+3 Cards
Reveal a card from your hand.
If itís anÖ
Action: +2 Actions
Treasure: +$2
Victory: +2 Cards
Then, put the revealed card onto your deck.

Definitely an improvement on the original idea. I like that the card you revealed is placed back on top of your deck Ė sure you didnít get to play it this turn, but you can have it again next! It makes you question whether you really want to reveal a Victory card too which is a fun decision.  And sure, you revealed an Action card for +2 Actions, but you canít play it yet. I canít tell if $7 is a bit much or not enough for this.


spineflu
Quote
Larder
Action - $5
+1 Action
Reveal cards from your deck until you reveal a card with an already revealed type.
+$1 per unique type revealed.
Put one of the revealed cards in your hand and discard the rest.

This improved as before it was almost like a worse Monument when it duds. Even if you dud quickly it doesnít seem to hurt too bad. If youíre lucky this could be worth up to $8 within 5 cards in very specific kingdoms, but Iíd guess thisíd be $2 or $3 fairly consistently. And getting to play that Swamp Hag you just revealed makes that trip to the fridge that little bit tastier.


X-tra
Quote
Hoarder 
Night - Attack - $5
Gain a card costing up to $1 per different card type (Action, Attack, etc.) you have in play. Each other player may discard a Copper, or gain a Copper to their hand if they donít.

Definitely an improvement on what it was. I enjoyed the disappearing Junk effect a lot, but it wasnít without its issues. Now though, itís attack is much more consistent and stacks much more nicely. I really like that its own types help power up this card too.


scolapasta
Quote
Iron Bridge  
Action - $5
Gain a card costing up to $4.
This turn, cards that do not share a type with the last card gained this turn cost $2 less.

This is a really neat gainer. For previous versions of this I wondered if setting the gained card aside purely for tracking purposes might make it easier to follow, but with the current wording this helps fix that to some extent. Ofc, playing multiple of these will likely end in some headaches over the maths, but this card does seem really fun to play with and brings some very interesting decisions over what to gain.


[TP] Inferno
Quote
Repurpose 
$4
Action-Duration
+1 Action
Trash a card from your hand. For each card type it had (Action, Attack etc.), +1 Card now and at the start of your next turn.

This is nice, but I think it should cost $5. Yes, itís better than Caravan for the trashing ability, it gets rid of your opening hand nice and quickly, and then it really wants to trash itself which I like. I can imagine very late into the game this might become dead weight, but overall I think this is great!


Aquila
Quote
Tutor 
Action - Duration - $3.
+1 Card
+1 Action
You may set aside a card from your hand. At the start of your next turn, if it is a...
Victory, discard it and +1 Card;
Action, play it;
Neither type, trash it.

Unlike a lot of cards that use ďif it is aÖĒ, I like that this allows for if the card type does not fit the mould. A nice way to trash Coppers and Curses, helps when a kingdom lacks villages and sifts unwanted Victory cards. I might even remove the Action from it.


majiponi
Quote
Plumber 
$5 - Action
+1 Card
+1 Action
Reveal the top of your deck. If it is not a Victory card, you may gain it.

Simple and effective, if a little weak. Sure, it will gain you a Gold but when it reveals a Victory card and does nothing Iíd feel a little disappointed, especially when chaining them. I think even just adding a clause for discarding Victory cards would make this a solid $5. Also, I think it should read ďyou may gain a copy of it from the supply.Ē


faust
Quote
Caravansary 
Landmark
When you buy a card that does not share a type with the pile with the Caravansary token, +1% and put the Caravansary token onto its pile.
   -
Setup: The last player in player order puts the Caravansary token on any supply pile.

I like that this is a wandering victory point and the setup clause looks real nice. Simple, but provokes plenty extra levels of strategy Ė if I buy a Duchy and gain a VP, does my opponent then buy a Province or should they go for something else to second guess me? My one criticism is that if you have multiple +buys, does alternating treasure-action keep getting you +1VP or is it limited to gaining 1 per turn?


grrgrrgrr
Quote
Weapon Storage 
$4 Ė Action
+1 Action
Discard any number of cards, then draw that many. Then, if you discarded at least one...
... Action, +2 Actions
... Treasure, +$1
... Victory Card, gain a Horse

Iím a little confused by this one. Discarding action cards for +3 actions? The other two effects seem right to me but that one seems off somehow.


grep
Quote
Crusader 
$5 - Action - Attack
+2 Cards
You may trash a card from hand. If you did, +1VP, and each other player with 5 or more cards in hand discards a card sharing a type with it, or reveals a hand with no such cards.

I really like this. Trashing a Curse? Everyone else discards and has to wait for it to come round again to trash theirs. Trashing an Action? That definitely hurts an engine. Trashing a Treasure? Dang, now Iím on $7. This is great!


Carline
Quote
Wishing Fountain
$5 Ė Action
+1 Card
+1 Action
Name a card type, then reveal the top card of your deck. If it has the named type, put it into your hand or trash it. Otherwise, you may discard it.

This is now a really solid card. Thereís not much more to really say - versatile in just the right way at just the right time.


mandioca15
Quote
Decree
$5 Ė Action
You may play an Action card from your hand twice. If it is still in play, you may play it a third time; if you do, trash it.

I like that this is a TR most of the time, but when you really need it itís a KC. Having it trash for the extra benefit is great, and the wording really doesnít let you mess around too much.


alion8me
Quote
Novice / Adept
        Novice
$4 Ė Action
You may trash a card from your hand. If you did, gain a card costing less than it. +1 Coffers per $1 less the gained card costs. If you trashed an Action card, you may exchange this for an Adept.
   
   Adept
$0* - Action
Reveal an Action card from your hand. Gain a copy of it.
(This is not in the supply.)

A great pair of cards. The coffers are a nice consolidation if you do choose to gain a Copper (or a Curse, Iíll always remind you that option is available!) Having the Adept available to provide more things to trash definitely makes this though.


segura
Quote
Fish Monger 
$5 Ė Action
+1 Card
+1 Action
Reveal the top card of your deck. Discard it or put it back. If it is anÖ
Action card, +1 Villager
Treasure card, +1 Coffers
Victory card, gain a Horse

Nice and simple. Gives you a little bit of what you might be needing. I like this!


Something_Smart
Quote
Cabin 
$3 Ė Action Reaction
+1 Card
+1 Action
   -
Directly after you finish playing an Action card, if you have no Actions left, you may play this from your hand.

This is a huge engine enabler. I almost wonder what this would be like if it did not +1 Action and gave a different benefit instead? Youíre almost always guaranteed to be able to play this (how does this work with snowy village?) This will almost always drive a pile out as well.


Fragasnap
Quote
Redistrict
$4 Ė Action Looter
Trash a card from your hand. If the trashed card has at least 2 types: +1 Action and gain a card with only one type costing up to $5, putting it on top of your deck. Otherwise, gain a Ruins and play the Ruins twice.

Nice. I like the ďgain a card with only one typeĒ effect, and I like that it balances itself out by providing you with cards of at least two types in case there are none other than itself in any given game.


D782802859
Quote
Phantom
$2 Ė Night Reaction
Look through your discard pile. You may put a card from it onto your deck.
   -
When another player gains a Victory card, you may reveal this card from your hand to have them put the card onto their deck.

I like the idea that when you reveal this, itís because the estate was haunted. Spooky. The played effect of this is nice, and its pricepoint is spot-on. I also like the reaction part, but shouldnít it be an Attack as well? I thought about whether this should be discarded when itís revealed as those turns when you gain multiple provinces/Victory cards are going to hurt, but I like it as it is Ė if youíve top-decked 5 Victory cards in one turn then thatís on you.


spheremonk
Quote
Rebellion
$5 Ė Action Attack
Each other player discards the top card of their deck. If it is; an Action, you may play it (leaving it there); a Treasure, you may have them trash it; neither, they gain a Curse.

Iím going to start this one off by saying that I really like Tribute. That said, this card has a lot of effects going on and I canít say itís easy to follow. Playing with any more than 2 players it becomes a real slog with all the decisions and remembering what effects are beneficial to you. Also, if your opponent reveals an attack, does it affect you or your opponent? And this becomes so much worse when you stack this. How many cards should I have drawn? How many actions do I have remaining? This is one of those cards that is likely going to drive a game toward chaos. And yet, deep down, I know that Iíll enjoy having played this card.


Runners Up
Repurpose - [TP] Inferno
Crusader - grep
Wishing Fountain - Carline

Winner
Larder by spineflu! I liked that this started as a Harvest variant but thought it needed a bit more to make it worth $5. Now it is and I'd say better than Hunting Grounds too. I haven't thought too much about TR this or WotChameleon but even still it's a really solid card. Well done!



21
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 17, 2020, 05:17:33 pm »
And congrats to Marpharos! Still relatively new here and already snatching a win like that. Awesome! :)

Thank you! I've been playing this game since about 2009 I think and would be lying if I said I hadn't lurked around here on and off for a few years. I'm enjoying seeing all the submissions and measuring them against each other, more fun than I'd anticipated honestly!

-

24-hour (ish) warning everyone!


22
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 11, 2020, 05:24:46 pm »
Awesome, thanks for the win mail-mi!

Challenge #77 - You're just my type!

I like cards that do things with other cards - specifically naming a type to interact with so that's what we'll be looking for this time! Design a card that interacts with card types. The card may reveal (like Courtier or Magpie), gain (like Ironworks), discard (like Beggar or Crop Rotation), trash (like Forager or Catapult), or something else for a benefit. Landscape-shaped things qualify too. As long as there is a dependence on another card's type, we're good to go. Abilities that name a specific card would not qualify (Curse is the exception to this though).

23
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 09, 2020, 09:44:59 am »


Loom - $4
Action - Attack - Reaction
+$2
At the start of Clean-up, reveal a card from your discard pile and put it onto your deck. If the revealed card is an Attack card, each other player gains a Curse.
-
When you gain a Curse, you may discard this, to gain a Gold.


I think the wording on this is correct?
Why is the effect activated during cleanup? The effect is mostly the same if it's immediate.

Good point, I think Iíd just been looking at improve for some fun timing things but itís not really necessary.

Hereís it updated then:
Loom - $4
Action - Attack - Reaction
+$2
You may reveal a card from your discard pile and put it onto your deck. If the revealed card is an Attack card, each other player gains a Curse.
-
When you gain a Curse, you may discard this, to gain a Gold.

I think you should add from where the card is discarded, like the wording in Market Square.

I presume it's from the hand, so it would be:

"When you gain a Curse, you may discard this from your hand to gain a Gold."

I was following the wording used on Sleigh and Beggar but I think you might be right. The wording as it appears for Market Square and Trader both apply to gaining a card whereas the two I looked at required discarding effects. I canít imagine leaving of wording out will result in many issues - how could you discard it if itís in your deck/discard? Even still, here is my updated entry:

Loom - $4
Action - Attack - Reaction
+$2
You may reveal a card from your discard pile and put it onto your deck. If the revealed card is an Attack card, each other player gains a Curse.
-
When you gain a Curse, you may discard this from your hand to gain a Gold.


24
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 08, 2020, 01:33:39 pm »


Loom - $4
Action - Attack - Reaction
+$2
At the start of Clean-up, reveal a card from your discard pile and put it onto your deck. If the revealed card is an Attack card, each other player gains a Curse.
-
When you gain a Curse, you may discard this, to gain a Gold.


I think the wording on this is correct?
Why is the effect activated during cleanup? The effect is mostly the same if it's immediate.

Good point, I think Iíd just been looking at improve for some fun timing things but itís not really necessary.

Hereís it updated then:
Loom - $4
Action - Attack - Reaction
+$2
You may reveal a card from your discard pile and put it onto your deck. If the revealed card is an Attack card, each other player gains a Curse.
-
When you gain a Curse, you may discard this, to gain a Gold.

25
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 07, 2020, 08:29:46 pm »


Loom - $4
Action - Attack - Reaction
+$2
At the start of Clean-up, reveal a card from your discard pile and put it onto your deck. If the revealed card is an Attack card, each other player gains a Curse.
-
When you gain a Curse, you may discard this, to gain a Gold.


I think the wording on this is correct?

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