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Messages - Jonatan Djurachkovitch

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1
Variants and Fan Cards / Re: Mini fan expansion
« on: November 20, 2020, 05:50:18 am »
I fixed it by removing the collection from imgur, and made a new. The new one is in the updated topic post.

2
Variants and Fan Cards / Re: Mini fan expansion
« on: November 20, 2020, 05:37:01 am »
It seems that the images for all of the cards I mentioned except Sheep are gone from the album, rather than changed.
What in the world? I will try to fix it.

3
Variants and Fan Cards / Re: Mini fan expansion
« on: November 20, 2020, 03:14:55 am »
Unnamed Action-Reserve: "You may" is unnecessary, as "up to" includes zero.

Craftsman: +Buys come before +, not the other way around.

Materials: +Cards come before +Actions.

Sheep: This is extremely weak. It's way too dependent on its reaction effect.
I fixed all the wordings. I'm thinking about how to buff sheep, maybe I could let it discard a card from your hand?

4
Variants and Fan Cards / Re: Mini fan expansion
« on: November 13, 2020, 07:41:54 am »
With Repurpose, it's unclear which card "it" is that you return to the supply. You should probably say "...call this to return the gained card to its pile and..."
You're right, I'll change it.

I think Royal Messenger is too strong for $4 (also, you have it in your album twice).
I have removed the duplicate. The previous version only let you call it on cards that cost less than it, but that is probably a bit weak. Letting you call it on $4's makes it fun with Inventor and Bridge, but if it ends up being too overpowered, I might change it back.

5
Variants and Fan Cards / Mini fan expansion
« on: November 13, 2020, 04:51:14 am »
Here I have collected the fan cards I'm the most happy with. It is three piles short of being a full, Cornucopia-sized expansion, maybe I will add them someday. The theme is "cards that do things at unusual times". The mechanics are Reserve cards and there is also one State.

6
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 23, 2020, 04:31:25 am »
The judge didn't include critique of my unnamed card that I posted in the beginning of this weekly challange.

Could it be that it vanished?
No, it's here:
http://forum.dominionstrategy.com/index.php?topic=18987.msg855637#msg855637

7
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 22, 2020, 01:34:26 pm »
The judge didn't include critique of my unnamed card that I posted in the beginning of this weekly challange.

8
Rules Questions / Re: Considering Trader errata
« on: October 18, 2020, 05:46:57 am »
I mean, just explain to him at the beginning of the game that exchanging isn't gaining. The only issue here is mid-game rules explanations.
Followed by them wondering why the card requires that extra special "exchange" rule in the first place instead of just say "gain". If you haven't played adventures or nocturne the mechanic looks like an unnecessary contrivance.

FWIW I think exchange makes sense on the traveler and vampire line. People can see that the card you're exchanging represents the same character and they can also understand the game design reasons for having the effect distinct from "gain". But when it attached to on-gain effects like changeling it starts to become confusing. Like, if you ironworks an action and exchange it for a silver, how many people are going to guess that you get +Action instead of  +$1? The old trader was confusing in this manner too, but man, this version doesn't fix that.

Anyway Donald, have you considered a version that just trashes the gained card to gain a silver?
That version could empty the silver pile into the trash with just one gain.

9
Dominion General Discussion / Re: Interview with Donald X.
« on: October 17, 2020, 04:56:18 pm »
Have you played Among Us? Either way, what do you think about it?

10
Variants and Fan Cards / Re: Library Adventurer's Other Cards
« on: October 17, 2020, 04:53:28 pm »
This should maybe have the looter type

11
Fisherman/Topdecking

When you buy a Fisherman with the reduced cost you can rarely buy another one, because it ends up in your discard pile. If you topdeck it with Royal Seal or Watchtower, or especially Travelling Fair its cost stays at $2. One buy and $6 and an empty discard pile can set you up with two Fishermen next turn!

12
Variants and Fan Cards / Re: Set Expansion Contest
« on: October 13, 2020, 01:46:50 am »
Here's my submission, might change it out later.
Quote
Homunculus
$3P - Action
+1 Action
+3 Cards
+1 Buy
Choose one: Trash a Treasure card from your hand, or trash this.

13
Variants and Fan Cards / Re: Set Expansion Contest
« on: October 13, 2020, 01:13:12 am »
In the future, when we've done all expansions we could continue with hypothetical crossover expansions, for example Adventures/Nocturne (night-reserve cards!), or Cornucopia/Hinterlands (when gain, if you have at least 5 differently named cards in play).

14
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 13, 2020, 12:59:33 am »
Here's my submission, a Reserve card similar to Fortress.
Quote
$2 - Action-Reserve
When you play or trash this, choose one: +2 Cards, or put it on your Tavern mat.
-
After you finish playing an Action card other than this, you may call this for +2 Actions.

15
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 12, 2020, 01:09:49 pm »
I don't understand the supposed problem. As you said, if somebody wants to pool the frozen cards, they can put it on a mat or whatever. It is purely a matter of how you organize stuff on the table and is unrelated to the actual mechanic.
You're right, I should have criticised the card more than the organisatory problems its mechanic brought me. It still isn't that unique as a card, now when we have the Exile mechanic, although it is probably balanced.

16
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 12, 2020, 07:33:47 am »
Okay, time to judge. The submissions will be in no particular order. I'm sorry if I'm harsh against your card, don't take it personally.

Doppelgänger by alion8me
This is a really interesting card, and it is a bit similar to a Wish. It is a bit hard to evaluate the power level of because of the weird cost. In some kingdoms it could be an automatic buy, but the cost and effect have a nice balancing interaction. Sometimes can be worth it to try to pick it up fast, with an all or nothing opening of moat/moat or something similar. I don't like that you could buy this and a $5 on a moderately good turn if you are lucky enough to do so, maybe you could add a low $ cost, to make that harder to do on accident?

Voyager by D782802859
Can be useful to have a few of these to thin your deck throughout the game, but doesn't solve the Freeze mechanic problem of leaving a mess of cards and tokens all over your table.

Celebration by Silverspawn
This one is probably pretty akward to play, what's with all this drawing in your buy phase? Feels like a sad Inventor, but isn't that useful except for megaturns.

Glade by Aquila
Interesting, doesn’t seem broken, and two horses is an okay incentive to buy this early. I feel like you would want to buy this around turn 9 or 10 for most benefit, when you would typically want to green. Interesting concept, since there is not much incentive in Dominion to green early. I think I would prefer this if it only gave you one Curse instead of two, so it's better than estate points-wise.

War-torn Village by Xen3K
This is probably about as strong as Hideout in Spring or Summer. I like the late gaining of Mercenaries, but it doesn't at all fit with a Village, since you want to keep your Villages to support your terminals, and with this card you will probably not have any fodder for your Mercenaries by the time you can get them. That's why the Mercenary option is a big risk, and probably not worth it.

Privateer by LibraryAdventurer
This is broken. Giving your opponents Mutineers is a bit like gaining a VP token, and since this one doesn't have any restriction, you can just keep playing 6 of these a round, gaining a Province's worth of point lead every turn. It has all the problems cantrip +VP would have, and can lead to unfun, drawn-out games and stalemates.

Machinist by NoMoreFun
This is probably really strong, playing a $4 twice is a strong one-shot effect, but this one leaves you with a workshop and the played card afterwards.

Sanctum by Spineflu
This is probably a good version of the Wonder mechanic, but the actual effects are no good. In a no-trashing game, letting one player Donate once would be extremely swingy, the one who makes most steps wins the game. This is worsened even more if the Build card is a $5, and one player gets it in the opening and the other one doesn't get it until turn 5, and doesn't have any chance of getting it.

Sumisu by gambit05
I like the idea of a draw card gradually getting better, but the wording is weird, and the interaction with other 痛 token cards is a bit unclear. If you have both this and silverspawn's Tera, does everyone start with 10 痛 tokens? That would make both cards much worse. Also, this has no reason to use specifically 痛 tokens, and could be any type of token, or have something similar to Pirate Ship.

Upheaval by spheremonk
This feels suspiciously similar to Imperialism by Asper, and doesn't add that much to the game. "Aha, this game we use Platinum but not Colony!".



Winner
Doppelgänger by alion8me
Uses the card costs in an interesting way, has an interesting duality. Although I don't think that this is the best version of the card, it is probably balanced.

Runner up
Glade by Aquila

17
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 11, 2020, 07:33:45 am »
Submissions closed.
Judging will be out by Monday.

18
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 11, 2020, 04:15:29 am »
On Completion, most steps built: Put your deck into your discard pile, and trash any number of cards;
Minor nitpick: it has to be specified where you trash the cards from.
it ok if i just revise the text? I don't have the time to fire up photoshop again before judgement time
It is okay, as long as I understand how it is supposed to be played (which I do). This version still doesn't address the issue though, look at the wording on Chapel: "Trash up to 4 cards from your hand."

19
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 10, 2020, 06:24:03 am »
24 hour warning!
No more submissions will be accepted after 24 hours! The judging will be out on monday.

20
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 09, 2020, 06:08:10 am »
On Completion, most steps built: Put your deck into your discard pile, and trash any number of cards;
Minor nitpick: it has to be specified where you trash the cards from.

21
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 07, 2020, 04:05:47 am »
I edited the challenge post to include judging criteria.

22
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 07, 2020, 03:47:58 am »
Do Trinkets count as a mechanic?
I'll allow it.

23
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 06, 2020, 02:08:26 pm »
Does 'dealing with debt in a different way' count as a new mechanic?
No, it is already used in Mountain pass "in a different way", and debt isn't a fan mechanic.

24
Variants and Fan Cards / Re: Set Expansion Contest
« on: October 06, 2020, 10:49:27 am »
Here's my submission, a version of a Secret History idea.
Quote
Royal Expedition
$6 - Action-Duration
Now and at the start of your next turn, you may play an Action card from your hand twice.

25
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 06, 2020, 09:33:10 am »
Challenge #90: Steal ideas!
For this challenge, you have to use a fan made mechanic that you haven't made up yourself. You could find a mechanic on this forum to use, but in case you don't want to have to find one, I have three examples here for you:

Neirai the Forgiven's "Shuffle into" mechanic
Quote
Makes other piles like the Knights or Ruins piles, by shuffling another card into them. Both the cards that use this mechanic are shuffled into other piles and are gained when uncovered.

Asper's Edicts
Sideways cards that introduce straight-up rules changes. These predate Projects, by the way.

Supernova888's Tools
Tools have different backs to regular cards. At the start of your turn, or directly after playing a card, you must play any Tools from your hand. This does not cost an Action; if you have multiple tools in your hand, you may play them in any order. Tools are regular Kingdom cards that exist in the Supply like any other card. Tools are their own type of card.

If you use a mechanic not included here, please include a link to where you got it from.

Judging criteria:
How balanced the card is.
How well the card uses the mechanic.
How well it adresses the potential flaws of the mechanic.
Creativity (How ironic.)
And lastly, it has to be fun to play with!

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