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Messages - Marpharos

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1
What happens in set-up when playing with ferryman and setting aside Young Witch? I assume a Bane card is also included in the set, providing 11 kingdom cards + YW outside of the supply right?

2
Weekly Design Contest / Re: Weekly Design Contest #172: Trait Me Right
« on: December 26, 2022, 06:49:22 am »
Quote
Riding
Trait
When you gain a Riding card, gain 2 Horses.

Just wanted to gain a horse.

3
Weekly Design Contest / Re: Weekly Design Contest #163: Cleaning The Banlist
« on: September 16, 2022, 01:42:13 pm »
Amended my submission, edits on the original post.

4
Weekly Design Contest / Re: Weekly Design Contest #163: Cleaning The Banlist
« on: September 13, 2022, 05:23:55 pm »
You obviously are intending for there to be a delay to discard a card from Exile, but the card doesn't currently say that. What I think you meant to say was:

Quote
Choose one: Exile a non-Victory card from the Supply; or, at the start of your next turn, discard a card you have in Exile.

The Duration effect happening at the start of the next turn isn't implied under the rules (even if it's what happens in the vast majority of Duration cards).

Thanks, you're right that's what I meant! I've updated my submission now.

Camel Train is a well liked card in our group, but we don't have a ban list. I've just noticed that someone ends up getting a load of Gold too late to make a difference and thought I'd make a variation on the card to improve it for the groups I play with to help them play better.

I made it cost 4 so you don't automatically double open with it, removed the Gold gaining and made it so the card is discarded. I know it shares a design space with Transport, but things like WotSquirrel and Expedition share a design space, so I'm not worried about that.

Maybe it needs to cost $5 instead? Or limit the exile to a card costing up to $6? Some constructive feedback would be gratefully received!

Edit- clarity.

5
Weekly Design Contest / Re: Weekly Design Contest #163: Cleaning The Banlist
« on: September 13, 2022, 12:23:24 pm »
Here's my submission to replace Camel Train. I've been playing Dominion a long time, and I know I'm not the best, but I often introduce new people to the game who really enjoy it. The number of times I see people go for Camel Train and not get access to their exiled cards as they've not got enough money just makes me feel sad for their enjoyment of the game. So, you either exile or discard from exile, but there's still that wait to get the card. I did consider having the card be top-decked instead, but then you've just got Transport...


Caravanserai
$4
Action-Duration
Choose one: either Exile a non-Victory card costing up to $6 from the Supply now; or, at the start of your next turn, discard a card you have in Exile.


Edit- missed duration wording.... Oops!
Edit- added clause costing up to $6

6
Weekly Design Contest / Re: Weekly Design Contest #162: You Can Trip at $5
« on: September 03, 2022, 08:57:58 am »
Here's my submission:

Farrier
$5
Action - Reaction
+1 Card
+1 Action
Discard a card. If you did, gain a card costing less than this.
-
When you discard this other than in Clean-up, you may reveal this to discard any number of Victory cards from your hand. Gain a horse for each card discarded this way.

7
My submission:

Graper
$3
Action - Oinos
Reveal the top 2 cards of your deck and discard them. +$1 per differently named card. If they're both Victory cards, +1 Action
You may rotate the Oinos


Vintner
$4
Action - Reaction - Oinos
+1 Card
+1 Action
Gain a Silver to your hand.
-
When you discard this other than in Clean-up, look at the top 4 cards of your deck. Discard any number, and put the rest back in any order.


Taverner
$5
Action - Reserve - Oinos
+3 Cards
+1 Buy
Put this on your Tavern mat
--
At the start of your Buy phase, you may call this for +2 Buys, and you may rotate the Oinos.


Sommelier
$6
Action - Oinos
You may play a Treasure or Victory card from your hand.
+1vp per $2 it costs, (round down).

8
Weekly Design Contest / Re: Weekly Design Contest #160: Two Base Cards
« on: August 14, 2022, 03:21:43 am »
Here's my submission:

Crone
Action-Attack-Reaction
$3
+2 Cards
Each other player with 5 or more cards in hand gains a Curse.
-
When another player plays an attack, you may first reveal this to discard a Copper or a Curse.
Never ever a $3, otherwise you will double open without even thinking.
Looks even too strong at $4. Sure, Young Witch is weakish but it makes the attacker discards two whereas here the defender needs to discard one.

With it reacting to itself, I thought if both players open with it then you're not as likely to receive a curse at the beginning of the game and you'll draw into probably money at first too. I was on the fence on it being 3 or 4 cost though,

9
Weekly Design Contest / Re: Weekly Design Contest #160: Two Base Cards
« on: August 13, 2022, 02:50:16 pm »
 Here's my submission:

Crone
Action-Attack-Reaction
$5
+2 Cards
Each other player with 5 or more cards in hand gains a Curse.
-
When another player plays an attack, you may first reveal this to discard a Copper or a Curse.


Edits. Updated price from $3 to $5

10
Weekly Design Contest / Re: Weekly Design Contest #159: Some Nights
« on: July 31, 2022, 02:51:41 pm »
My submission for Seaside:

Siren
Action-Duration-Night
$5
If it's your Night phase, at the start of your next turn, +$2
Otherwise, each other player with 4 or more cards in hand discards a Treasure or Duration card from their hand, or reveals a hand with neither.


Most ships are duration cards, and I thought a mermaid/siren should attack those more than anything else. Also, I wanted it to affect durations in play, but thought that wouldn't actually be fun. Undecided whether it should hit a treasure and a duration, or just one or the other.

You could probably get away with pricing this at $3.

Yeah, you're right it is super weak as it stands. It might need to give $2 next turn regardless of whether it was played at night, or have the attack part only happen at Night. Or I might completely revamp it..

11
Weekly Design Contest / Re: Weekly Design Contest #159: Some Nights
« on: July 31, 2022, 12:56:22 pm »


This one is for Seaside. Lets you set up your next hand. Stacking them lets you silver flood your next hand.

With the order of this as it stands, you gain the silver after you've top-decked. Might be intentional, but you could consider gaining the silver to hand first?

12
Weekly Design Contest / Re: Weekly Design Contest #159: Some Nights
« on: July 31, 2022, 11:45:49 am »
My updated submission for Seaside:

Siren
Action-Duration-Attack-Night
$3
If it's your Night phase, at the start of your next turn, +$2
Otherwise, each other player with 4 or more cards in hand discards a Treasure or Duration card from their hand, or reveals a hand with neither.


Most ships are duration cards, and I thought a mermaid/siren should attack those more than anything else. Also, I wanted it to affect durations in play, but thought that wouldn't actually be fun. Undecided whether it should hit a treasure and a duration, or just one or the other.

Edits:
Missing Attack type
Changed price from $5 to $3

13
Dominion General Discussion / Re: Allies Preview 5: More Cards
« on: March 04, 2022, 12:16:27 pm »
Are the favor tokens removed before scoring, or can the Family of Inventors cause more cards to cost 2 for Plateau Shepherds?  (I hope it's the latter, that would be pretty bonkers.)

Edit: Never mind, I forgot you can't have more than one Ally.  If you could, though...

I went through the same mix of emotions once I realised…

14
Dominion General Discussion / Re: Interview with Donald X.
« on: February 01, 2022, 03:35:26 pm »
Is it possible that we are gonna get more reserve cards in the future? They are my favorite type of card

Can I re-ask this question but with a broader scope, are there mechanics that you’ve done in previous expansions that have been iconic of that expansion that you’d like to revisit? I liked reserve, travellers were interesting, projects, landmarks and ways are super interesting, are there mechanics that you would revisit for future cards? And are there any you vow never to do again?

15
Dominion Champions

This is an idea I've been sat on for a long time to bring more fantasy into Dominion. Nocturne touched on it, but I thought more could be done with the themes. This is very much still pre-playtesting, but the core idea is there. This is also my first time posting anything other than a weekly card idea (which I've not done for a while), so excuse any formatting inconsistencies/errors. So what makes my attempt at the fantastical different? A new card type:

Monsters

Monsters are found within a designated kingdom pile, often between a split pile. I recommend one Monster pile per game, but that isn't a hard and fast rule. These kingdom cards are labeled with the Adventurers type too, to help tell what piles will have a monster in them. There is usually one Monster card in the split pile, making them a total of 11 cards in the pile.

The split pile introduces a new resource to collect, Raiders, which are collected (as coin tokens) to a Raider's mat. You commit these Raiders to battle the Monster in the new phase of the game imaginatively called the Raiding Phase, joining forces with the neighboring kingdoms to destroy the opponent. During the Raiding phase, you check whether the Monster has been defeated by counting the Raiders on everyone's mats. If there are enough Raiders across each player's mats, the Monster is defeated and in celebration, it is flipped over to reveal the prize each player receives immediately.

So a turn would now look like this:

Action, Raiding, Buy, Night, Clean-up.

Raiders committed to battling the Monster aren't lost when they've been defeated, and each player will generally gain something from taking part in the battle with the Monster. Once the Monster has been defeated, the remaining half of the split pile becomes available.

So what's so interesting about the Monsters themselves? Design-wise, they are a double-sided landscape-type card placed within a Kingdom pile. The landscape cards already available are either Actions (events and ways) or Victory cards (landmarks). Monsters are landscape Attacks. They affect each player during their turn in some regard. Some might even be helpful, given the right kingdom!

Some card examples that I have created so far, starting with the Young Hero/Laureate. There are five Young Heroes on top, five Laureates on the bottom, and a Goliath in the middle.







The symbols are a WIP and a sour reminder of how incapable I am with graphic design. The Goliath requires 10 Raiders to be defeated, no coin is required to defeat any of these Monsters. Working within my technical capabilities, this was the clearest way I could think to represent the requirements. Choosing other symbols meant the text was hard to read.

Hopefully, the idea behind these cards is clear enough for the remaining examples I've created. I'm not 100% happy with the wordings on some cards, but as I said, it's a WIP. In some cases, I've created a Monster or part of a card. Part of me wanting to upload this in such an unfinished state is to share my idea for this mechanic with people who might enjoy it. The other reason is that what I think is a good idea / balanced is not always correct.

I would love any and all feedback on this idea, from theme to mechanic to execution. Also, if anyone can point me towards better symbols or ways to present the information let me know.

It's about time I shared some of these:

Divination Camp / Centaur / Archer









Embezzler / Demon / Warlock









Unnamed Vassal / Genie / Unnamed Throne
- The themes for this one is clear, I've just not been able to think of suitable names yet... Also, players who have Raiders will just gain 3 wishes on defeat









Fledgling Party / Goblins / Experienced Party
- This is one where I imagined there would be more than one Monster in the pile, one being shuffled in randomly to the Fledgling Party half (other than the top card of course) and one shuffled into the Experienced Party. Otherwise, the cheap cost on the Goblins didn't seem worth it. Also, This is one of the situations that made me want players to discard committed Raiders when a Monster is defeated, and to distinguish between committed and reserve Raiders.









Undecided Split Pile / Harpy / Undecided Split Pile





Ship Building / Mermaid / Shipyard









Hired Hands / Ogre / Reward









Conscription / Phoenix / Restore









Undecided Split Pile / Sorceress / Undecided Split Pile





Weaponsmith / Tanuki / Negotiator









Missionary / Zombie Overlord (Mindless Zombies) / Village Defense
- I guess there may be the same number of Mindless Zombies as Curses in any given game? That seems to make sense.











Caving (Should be Adventurer type)/ Arachnid / Tapestry









Drawbridge (Requires an actual action )/ Giant Rat (Vermin should be an Action / Piper
- Vermin are like Ruins, except they never run out. After all, Rats do multiply faster than anyone wants!











Resourceful Village / Dragon With Dragon's Lair / Loot
- Arguably my most ambitious creation, and also the one I'm least convinced about the actual execution for.









-

That's the end of them so far, let me know what you think!

16
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 13, 2020, 05:38:19 pm »
Here's my submission. It had to cost $2 to be exempt from many trash attacks.



Attendant
Action
$2
Quote
You may discard up to 3 non-Action and non-Treasure cards. If you did, choose 1 per card discarded: +1 Card, or +1 Buy, or +$1.
-
When you trash this, +2 Actions.

17
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 05, 2020, 03:11:10 am »

Do you think it is too strong, or too weak? An earlier version had you draw a card if you play and trash a card off it so it could chain multiple actions off of it.



Would this be along the lines of what you are suggesting?

I’d say if this always gave +2 Actions, it’s too strong for $3 and might do better at $5.
I think something more like:

+1 Buy
+$2
You may trash this or an Action card from your hand, that you may play first, for +1 Action.

That way the +Actions are conditional on poor working conditions. I don’t know if it should be $3 or $4 like this, it’s either a stop card, +1 Action or +2 Actions depending on what you trash. But it giving 2 Ruins on gain is good here in my opinion.

18
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 04, 2020, 07:09:18 pm »


Quote
Workhouse - $3
Action - Looter
+1 Buy
+ $2
You may play an Action card from your hand. Trash it and +1 Action.
-
When you gain this, gain 2 Ruins. Shuffle them and all Copper you have in play into your deck.

So, a name change and a slight change to the top and bottom half. You no longer get a card for playing an Action off of this. You get an extra Ruins on-gain which will benefit Workhouse, but it makes the turns following your first purchase of this worse and delays the first shuffle. I am not sure if the additional Ruins is a buff or a nerf and am willing to go back to just 1 Ruins if it seems too good now. I still think it is a reasonable alternative to Woodcutter instead of a strictly better Woodcutter. Feedback is welcome.

In terms of the action side of this, it’s a woodcutter or it’s a woodcutter, +2 actions and trash one? I think that needs a change. Maybe it could be more like death cart but +2 actions and either trash the next action card you play or itself?

19
Variants and Fan Cards / Re: Card updating contest
« on: September 04, 2020, 05:47:21 pm »
I hadn’t noticed this thread before now! I don’t think I’m in time for a submission this round but I love the idea of updating cards. My ideas are rough and the wording isn’t right I know, but the idea is there!

My Sea Hag would be:
Cost $4
+$2
Each other player reveals the top card of their deck. If it’s:
a Curse, put it back.
Anything else, discard it and gain a Curse on top of your deck.

My Spy would be:
Cost $5
+1 Card
+1 Action
+$1
You may reveal the top 3 cards of your deck and discard the Victory cards

20
For what my penny is worth, my ideas have included:

Create a new token
Something that changes card types
Something that lets you play a card in another phase
A card that costs more than $8
Create a (lab) variant
Create a card with x theme
Create a card that alters the use of a resource (like diadem or spend coffers for something else, etc)
A card that changes how another card is played (like enchantress)

I also enjoy coming second!

21
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 02, 2020, 06:18:41 pm »


Brazier
Action, $3
Quote
+1 Buy
+$2
-
When you gain or discard this, you may set aside a Copper from your hand or in play. If you do, at the start of your next turn, play it.

The text might be a bit clunky, but I'm happy with the concept. It's like Baker but can't be used until t2, so you might have:
$3, $5
$4, $4
$5, $3
or
$2, $5

Edit: Rookie mistake, the buy and $ are the wrong way round on the card. It’s a small change and one I might not have time to fix before judging.

22
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 27, 2020, 04:47:12 am »
Still, it is possible and I don't think any way to get infinite VP should exist in this game

There's a lot of possible infinite loops that get infinite VPs, most of them almost impossible to happen in a random game. See this topic:

http://forum.dominionstrategy.com/index.php?topic=20320.0


All that being said, I think the smaller text, infinite-loop version of Canary is better. I don't know if the discrepancy of upvotes the two posts get is an indication of other people's thoughts. If you really must avoid infinite loops, you can try this:

Quote
$1
-
When you trash this, you may replay a face-up Action card you played once this turn that's still in play.

once you replay it, is no longer "played once." All infinite loops with Canary are thus avoided. This then means you can't throne room a card, trash a Canary to then play that card again. Is this nerf worth avoiding the infinite loop? Hard to say.

I have to root for Canary as I had the same idea (although mine [haha] allowed you to discard the Canary instead of trashing it, and it costed less as to not upgrade to gold. I think your version that stays trashed and upgrades to gold is better).

I think I prefer the first version of Canary anyway for simplicity. The idea for turning cards over is there because it makes tracking that much easier but just leaving the infinite loop in is much more fun in my opinion. And in fairness, using Treasurer gives you the option for several choices each time, I'd be happy to leave it in there honestly...



Foal should probably be once per turn, otherwise you can loop it and gain all the horses with way of the mole or way of the mouse.

I would put something like"when you discard this, other than during clean-up, set this aside. If you did, gain 2 Horses." It stops you looping Foals and doesn't gain to hand. If you did want it to gain to hand, I'd just gain 1 Horses total.

23
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 25, 2020, 11:56:53 am »
That updated version of Canary doesn't seem to fix the infinite loop. The Treasurer gets set aside and then returned to play when you play it again.

I don't see a lot of issue with the infinite loop. Al stars have to align from 3 different sets, and the combo does not have infinite buys. To be really overpowered you also need an engine with a lot of extra buys. If that would happen, and you manage to pull it of... YOU HAVE EARNED IT!
This is not even that hard to pull off. Just play treasurer to trash it. On a later turn, you only need those 3 specific cards in your hand to pull it off. Also, if tomb is in the kingdom that's infinite VP

With small I mean that if you randomize the chance that this kingdom hits is very small.
Still, it is possible and I don't think any way to get infinite VP should exist in this game

While I want to promote reusing this effect in turns because it sounds fun, I agree there shouldn't be a way to receive infinite VP. I thought about Exiling vs trash and I think I like bringing it back if possible. Also, I know it's a small thing but in games where each player is only able to Exile a Canary and never bring it back where Canary is the only card that can be Exiled seems like a waste of setup time and table space.

I took a page out of the Necronomicon and figured turning cards over works just as nicely. No confusion with what cards are set aside that way and the loop becomes finite.



Quote
$1
-
When you trash this, you may replay a face-up Action card you played this turn that's still in play. Turn it face-down for the turn.

Edit: I just wanted to include that I'm fully on board with lompeluiten's sentiment of if you can pull it off, you've earned it!

EDIT: I prefer the original submission, even if it's missing the Heirloom text across the bottom:


24
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 24, 2020, 04:31:34 pm »
That updated version of Canary doesn't seem to fix the infinite loop. The Treasurer gets set aside and then returned to play when you play it again.

Yup, done it again haven't I. I had it discard the card after being played but the text becomes tiny no one can read it. It should be replay it and set it aside in that order so that it's no longer in play I think

25
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 24, 2020, 01:44:37 pm »

Canary
Heirloom: Mine
$3 Treasure Heirloom
Quote
$1
-
When you trash this, you may replay an Action card you played this turn that's still in play.

This, Treasurer and Watchtower make an infinite loop.


Good spot, I've fixed it now so it is a Treasure - Heirloom and the possibility for infinite loops are reduced:



Quote
$1
-
When you trash this, you may set aside an Action card you played this turn that's still in play and replay it.

The wording feels a bit clunky but setting it aside stops the loop you found. Also, I've been on the fence about whether it costs $2 or $3 and I'm happy with it at $3. Mine isn't that great, and I'd say a similar level to opening Skulk or Silver/Wedding in terms of getting a Gold in your hand by t3. Also, you may not be trashing it with Mine, you may not want to replay Mine, and other $5s are generally better than Mine. There's got to be some incentive to get Mine I feel, it's so slow normally.

EDIT: I'm sticking with my original submission

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