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Messages - Timinou

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1
1E Prosperity owners, don't throw away your coin tokens and Trade Route mat!

Mule is intended to replace Trade Route, although you could play with both, and have them power up each other.



Quote from: Mule
Treasure - $4
Trash this for $1 per Coin token on the Trade Route mat.
-
In games using this, if you have any unused $ at the end of your Buy phase, gain a Mule. If you did, add a Coin token to the Trade Route mat.

This is probably busted with Cavalry, so maybe it should say "at the end of your turn" instead of "at the end of your Buy phase", but I wanted to allow for some craziness.

2
Weekly Design Contest / Re: WDC 151: Now or Later
« on: May 05, 2022, 08:06:47 pm »


Quote from: Expeditionist
Action - Duration $5
+2 Cards
Discard any number of cards.  Either now or at the start of your next turn: +1 Card per card you discarded.

Non-terminal draw, sifter or duration draw.  Tracking issues with the next turn effect could be managed using tokens of some sort.

3
Weekly Design Contest / Re: WDC 151: Now or Later
« on: May 05, 2022, 08:02:43 pm »
Quote
Dock - Project - Cost: 7

At the start of you Buy phase choose one: +$1; or put a token here and at the start of your turn remove it and +$1.

Feedback is appreciated.

I don't think Dock should cost $7, considering that Canal costs the same.

4
Weekly Design Contest / Re: Weekly Design Contest #150: Half!
« on: May 04, 2022, 02:28:56 pm »
I'd cut lines 3-5. Makes the card much simpler, and it's probably still strong enough to be playable.

Thanks for the feedback, silverspawn.  It's too late to change my entry, but I did think about a simpler version without a Crossroads-like buff on the first play.  My concern was that without it, it would be too weak, and on the other hand if I adjusted the top part to give +1 Card or +$2 instead of +$1, it could become OP if you manage to stack just a few.  Ultimately, it would need playtesting to find the right balance, but maybe a simpler version as you suggest would be the best starting point.       

5
Weekly Design Contest / Re: Weekly Design Contest #150: Half!
« on: April 30, 2022, 10:42:52 am »


Quote from: Bookshop
+1 Action
+$1
If this is the first time you played a Bookshop this turn, +1 Card and +1 Buy.
+1 Card per $2 you have (round down)

Unlike with Storyteller, you do not lose your coins when you play Bookshop.
The first Bookshop you play will be a Market.  The next two (assuming you don't play other cards that give +$1) will be Peddlers, and only the fourth will increase your hand size.  So it takes work to get decent draw out them if you only intend to stack Bookshops, but the card will synergize well with other cards that give $ during your Action phase or the start of your turn.

6
Variants and Fan Cards / Re: Fan Mechanics Week #35: Getting Sneaky
« on: April 28, 2022, 10:06:13 am »


Quote from: Daggersmith
Action-Sneak - $5
Look at the top 5 cards of your deck. Put 3 of them into your hand and discard the rest.
-
Sneak: Play a non-Command, non-Duration Action, Treasure, or Night card costing up to $5 from the supply, leaving it there.

I didn't put the Command type on Guild Master as I don't think this can loop because of the once-per-turn restriction on Sneaking.

EDIT: Renamed card.  Thanks for pointing it out, emtzalex!

EDIT2: Added a cost restriction to the Sneak ability.  While being able to Sneak a play of Platinum, Fortune, or City Quarter might be exciting, I think the card is more balanced this way.

Original version:


7
Has Swap + Emporium been mentioned already?

8
Variants and Fan Cards / Re: Fan Mechanics Week #35: Getting Sneaky
« on: April 21, 2022, 12:31:01 pm »
Minor point, but I think there should be a dividing line between the card's normal ability and the Sneak ability, just to remind players that they can only do one and not both.

9
(1) First of all, the current text has no check whether you actually have an Action card in hand, which is a bit of a problem in itself, but even worse on this than on say, Throne Room because there is actually an incentive not to play an Action twice with it. A fix which keeps card text at a reasonable length might be one of these:
"You may play an Action card from your hand twice. If you did, gain an Action from the trash, then trash the played card."
"You may play an Action card from your hand twice and trash it, to gain a differently named non-Victory card from the trash."

(2) I think the worst-case scenario is Captain-Procession, playing Procession with Captain to process a Captain... I think the tracking issues here are pretty bad.

Thanks for the feedback.  I think I'll go with the first suggestion.

I suppose the tracking issue could be solved by setting aside the card that will be trashed and only trashing when you would discard it from play, but maybe that creates other issues and might become too wordy.

10
Enchanter
$5 - Action
+1 Card and +1 Action
Trash a card from your hand. If itís anÖ
Action card, +2 Cards
Treasure or Victory card, gain an Action card from the trash.
Enchanter, gain a Gold.

Comments: If you play two Enchanters, the first trashing Enchanter and the second trashing Gold, you donít increase your hand size. So, youíre going to have to work a little harder to make it really strong.

When you trash an Enchanter, you're getting both +2 Cards and a Gold, right?

11


Quote from: New version
Copycat
Action - $4
Play an Action card from your hand twice. Trash it. If you did, you may gain a differently named non-Victory card from the trash.
-
Setup: Add an unused Action card pile costing $5 to the trash.

Quote from: Original
Copycat
Action - $4
Play an Action card from your hand twice. Trash it. You may gain a differently named non-Victory card from the trash.
-
Setup: Add an unused Action card pile costing $5 to the trash.

I'm looking for feedback on the wording of this card on a couple of aspects:
(1) Is the "If you did" restriction necessary?  It is technically possible to play Copycat without having any other Actions in hand, so in that case it may not be clear what "differently named" would mean (could be interpreted as differently named from Copycat).  However, having it there probably weakens the card quite a bit in some cases.
(2) Is the non-Duration restriction that Procession has necessary?  You still can have tracking issues with Procession (e.g. if you play Procession on Throne Room and then a Duration card).
   

12


Quote from: New version
Copycat
Action - $4
Play an Action card from your hand twice. Trash it. If you did, you may gain a differently named non-Victory card from the trash.
-
Setup: Add an unused Action card pile costing $5 to the trash.

Quote from: Original
Copycat
Action - $4
Play an Action card from your hand twice. Trash it. You may gain a differently named non-Victory card from the trash.
-
Setup: Add an unused Action card pile costing $5 to the trash.

Copycat is like Counterfeit for Actions.  I think trashing your Action cards in exchange for playing them twice is generally not that desirable, which is why like Procession, Copycat is also essentially a remodeler (with limitations).  Having Copycat in the Kingdom does significantly buff cards like Necromancer and Lurker; I don't think it's a big deal, but one fix could be to limit the number of copies that you add to the trash at the start of the game.

EDIT: Added mockup and description.  Added "if you did" to the card's text.

13
i'm not sure i agree with your middle two takes there faust.

Disagree with Sorceress and Sibyl, but I find Lich to be skippable in most games.

14
Variants and Fan Cards / Re: Fan Mechanics Week #34: Equipment
« on: April 11, 2022, 09:26:48 am »


Quote from: Arrow
Action - Equipment - $0
+3 Cards
Name an Action or Treasure card.  Discard any number of cards, then reveal that many cards from your deck. Set aside any revealed copies of the named card and discard the rest.  Play the set-aside cards.



Quote from: Army of Archers
Ally
At the start of your turn, you may spend 2 Favors to Equip an Arrow.
Equipment: Arrow

Each player has 3 Arrows available to them.

EDIT: Re-worded Arrow and reduced the number available to each player. Added mock-ups.

15
I'm withdrawing my previous submission, and entering a new card:



EDIT: Fixed typo
Discarding a $5 is a steep price before the endgame so this will mainly be weaker Artisan early on and, with a Duchy or Province in hand, an emulator later.
My hunch is that this is weaker than Artisan.

Thanks for the feedback - I agree that it might be weaker than Artisan.  I'll try to buff it somehow, or maybe reduce the cost to $5.

16
Variants and Fan Cards / Re: Fan Mechanics Week #33: Trial By Fire
« on: April 08, 2022, 02:02:12 pm »
Im on a new medication and is feeling somewhat under the weather. could i nominate someone else to make the theme and judgement for next week?

Of course! I hope you get better soon.

Traditionally, we've let the Runner Up take over if the Winner can't, so maybe LibraryAdventurer will be kind enough to take over.

17
I'm withdrawing my previous submission, and entering a new card:

EDIT: New version:


Old version:


EDIT: Fixed typo

18


Merchant Road is a Treasure that adds a non-Supply pile of Goods which are always non-terminal (to make it easier to get multiple in play). Your first few plays will gain Goods and later you can get rewarded for playing lots of Goods. It seems kinda fun to not have a cost limit on Goods so there's a wider range of possibilities, but it maybe needs one, there's a big difference between a Pearl Diver gainer and a Grand Market gainer. Thoughts appreciated.

The way it is worded, it might not be fully clear that Goods could be any non-terminal Actions rather than ones that give more than one +Action.  It's also not clear if this includes cards that conditionally give +Action, e.g. Conclave.

I personally don't think there needs to be an upper limit on the cost of the cards you can set aside as Goods, since the probability of having games with overpowered strong combos like Grand Market-Merchant Road will be fairly small, and it's not like Merchant Road is that cheap anyway. 

That said, Merchant Road might seem expensive if you have cheap cards e.g. Candlestick Maker as Goods.  That could be avoided by making the Goods an extra Kingdom pile, so that they can be gained by other means, rather than a set-aside one only accessible through Merchant Road.  As such, building a deck with Merchant Road as the main payload would be feasible.  I mean, there is always the chance of having something like Bounty Hunter as the Goods, so IMO minimizing the probability of having "bad" Goods might not be a bad idea. 

19
Variants and Fan Cards / Re: ReAlly?
« on: April 07, 2022, 11:07:49 am »
PerpetuAlly: You may spend a Favor to gain a Favor.  Repeat as desired.

20
I like this, but isn't Crusader strictly better than Militia?

21
I like the modular concept of the Boroughs and Folks.  IMO, I would suggest putting some text on the Boroughs stating that you should resolve the effects of the Folk.

Just to confirm, do you resolve the effect of the Folk when you buy it, or do you just gain the Borough?

FWIW, Royal + Municipality looks pretty strong for $5 since you don't need to throne a non-terminal in order to get the village effect.  But I suppose not being able to throne itself is a clear downside, so maybe $5 is OK.

22
EDIT: Submission withdrawn...can't think of a suitable fix at this time, so I'll file it away for the future.



Amped-up reincarnation of Sheepdog-WotM...I made this a pure Reaction card to avoid having 2 dividing lines (and microscopic text), but this could make it a dead card in some Kingdoms depending on what the Fealty card is.

Feedback welcome!

23
Variants and Fan Cards / Re: ReAlly?
« on: April 05, 2022, 04:50:12 pm »
TotAlly: You may spend 5 Favors if you know you're winning.

SpirituAlly: At the end of your Buy phase, you may spend 5 Favors to gain a Ghost to your hand.

24
Variants and Fan Cards / Re: Fan Mechanics Week #33: Trial By Fire
« on: April 01, 2022, 12:50:55 am »


Quote from: Overgrown City
Action-Victory - $4
You may trash a card from your hand.
ß: +2 Cards and +2 Actions
-
Worth 1VP per 3 Victory cards in the trash.

You can burn down the forest to reveal a Lost City...

25


Quote from: Shepherd Clan
At the start of your turn, you may spend 2 Favors to discard a Victory card for +2 Cards.  Repeat as desired.

Inspired by Shepherd and Crop Rotation.

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