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Messages - jakav

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1
My submission for this contest is Grow:
Quote from: Grow
Grow • Cost: 2 • Action
+1 Action
You may combine a Victory card and another card from your hand.

FAQ: You first get an action, then you combine a victory card from your hand with any other card from your hand.

Feedback is appreciated.

I also have a bunch of questions:

Shouldn't non-landscape cards have a type to tell you to bring out the combination pile?

Can a combination be combined again?

Does it only take one Action to play a combination, not combining the action cost? Or does it take two?

Do combinations essentially have this wording?

Quote from: Combination 1
Play all the set-aside cards with the first token, in the order that they were set aside.


2
Dominion General Discussion / Interview with Donald X.
« on: April 21, 2022, 08:31:58 pm »
Are there any ideas for mechanics you have that have simply not worked out?
(Of course not ones that could come into a future expansion)

3
Variants and Fan Cards / Re: Fan Mechanics Week #35: Getting Sneaky
« on: April 21, 2022, 08:03:33 pm »
My submission this week is Maze:

Quote from: Maze
Maze • Action - Sneak • Cost: 4
+1 Card
+1 Action
+1 Buy
                   
Sneak: +2%

Without the Sneak, Maze is simply a cantrip buy. With the Sneak ability it is also a source of VP. It has the Sneak ability so that it does not dominate games. It should be priced well, and you will rarely want more than 2 of them. I don't like how the colors turned out, but I don't know how to make it better.

Feedback is appreciated.
Broken. Sure, you can only use one as cantrip double VP gainer but that is nonetheless crazy.

I think you can't. By using the sneak ability you are foregoing the other abilities on the card. That would turn it into a Ruined Village with the VP. Quoting the OP:
"When a card has the Sneak type, it means you can play it using its Sneak ability, indicated by the text "Sneak:", instead of its regular ability."

4
Variants and Fan Cards / Re: Fan Mechanics Week #35: Getting Sneaky
« on: April 21, 2022, 07:21:17 pm »
My submission this week is Maze:

Quote from: Maze
Maze • Action - Sneak • Cost: 4
+1 Card
+1 Action
+1 Buy
                   
Sneak: +2%

Without the Sneak, Maze is simply a cantrip buy. With the Sneak ability it is also a source of VP. It has the Sneak ability so that it does not dominate games. It should be priced well, and you will rarely want more than 2 of them. I don't like how the colors turned out, but I don't know how to make it better.

Feedback is appreciated.

5
Variants and Fan Cards / Re: Fan Mechanics Week #34: Equipment
« on: April 17, 2022, 05:23:42 pm »

Wagon and Overpass are my submission. Overpass costs $7 to avoid Knights and other similar cards. Overpass is a powerful permanent cost reduction, but at the cost of losing two turns, one to buy the Wagon and another for equipping. It still should be a good investment in many games, a bigger Canal.

6
$2 Event: Crucifixion
+1 Buy
Trash a card from your hand for +$1 per $1 it costs.
You may gain a card out of the trash. Take the Boulder.
State: Boulder
While you have this, you can't gain cards out of the trash.
At the start of your Buy phase, return this.

Is it intended that it can trash and regain a Province to buy a Province?

7
Quote from: Locator
Locator • Action • Cost: 4
+1 Card
+1 Action
Gain a card from the trash, then trash a card costing between $1 and $6 from the Supply.



Locators are always good at finding things, and some can even find expensive things. The work of one Locator gets passed onto the next. Locator is a cantrip gainer, and functions as a useful engine part. It can get you Golds or even Duchies, but your opponent might take it before you can. It incentivizes engines, and is much better when lined up. It should be well priced at 4, considering that you can hurt your opponent's Locators, and vice versa. They are a powerful card if uncontested, so they will often be bought by both players. Occasionally, no one will play Locators because of an Estate in the trash, but this should be a rare occurrence, and an even rarer one with other trashers.

Feedback is appreciated.


8
Weekly Design Contest / Re: Weekly Design Contest #146: Contacts
« on: March 27, 2022, 11:04:07 am »

Demolition by jakav
$3 - Action - Liaison
Discard any number of cards, then draw that many.
+1 Favor per card discarded.
A Cellar Liaison (without the +action). This might still be okay costing $2 since it doesn't have the +action. Seems good. I like how it's a sifter that gives more motivation to sift more.

My entry was originally intended to have a +1 Action, but I forgot that when mocking it up. I edited it later, but it wasn't very clear that it was edited. Next time, I will make sure that it is clear that it was updated.

9


Lord Rattington trashed a Province. They didn't win.

10
Weekly Design Contest / Re: Weekly Design Contest #146: Contacts
« on: March 22, 2022, 06:04:43 pm »
Quote from: Demolition
Demolition · Cost: 3 · Action - Liason
+1 Action
Discard up to 4 cards, then draw
that many. +1 Favor per card discarded.

In order to get ready to build your next building, you have to demolish the old one. The demolition will help you get favors to build the next building, but of the price is, of course, getting rid of the old one.

Demolition is a Cellar variant, but one that provides an extra benefit to discarding, adding more strategy to it. It should be regularly useful, for the favors if not for the discarding. It should function well with all the Allies. It does not say "reveal" because it uses the wording on Cellar.

Feedback is appreciated.

Edit: Corrected bad quote. Edit 2: I made it non-terminal, as it was originally supposed to be.

11
Puzzles and Challenges / Re: Design the most disappointing Kingdom
« on: March 16, 2022, 02:50:20 pm »
Modifying the Village Idiot kingdom from the other thread:

Throne Room
Village
Acting Troupe
Underling
Fortress
Wandering Minstrel
Port
University
Walled Village
Border Village

Landscapes:
Wall
Bandit Fort
Market Towns

That would be painful. What is the best strategy?

12
Puzzles and Challenges / Re: The Challenge #1 Most Coins in a Turn
« on: March 11, 2022, 11:39:00 am »
I don't understand how this process does not go infinite due to an unlimited procession chain, for example:

Play P1
  Play P2
    Play P3
      Play Priest, gaining P3
      Play Priest, gaining P2 and Priest
    Play P2
      Play P3
        Play Priest, gaining P3 and Priest
        Play Priest, gaining P2 and Priest
...

Anyway, could we use sewers?

13
Puzzles and Challenges / The Challenge #1 Most Coins in a Turn
« on: March 01, 2022, 08:01:00 pm »
There just aren't many puzzles or challenges going on or getting started right now, so I thought it would be fun to do a slower challenge, but on focused on puzzles.

This challenge would last about 2 weeks each, and there would be a new topic for each challenge so that discussion could be continued. Topics for the challenge would basically include anything that is not going on in the current two challenges.

Should we do it?

Either way, this challenge is to make a board in which the highest amount of coins in one turn is possible, but they are still limited (so no coffers). You do not have to post your solution, just how many coins you got, until the contest ends, on March 14th. Have fun!

More Specific Rules

The solution can assume perfect shuffle luck, but should be possible on Dominion Online (given an infinite amount of tries). It can have any number of buildup-turns, just like the How High Can You Go puzzle. The board cannot go infinite.

14
Weekly Design Contest / Re: Weekly Design Contest #144: A one time thing
« on: February 26, 2022, 03:46:03 pm »
There are a lot of interesting things possible with this contest. My submission is Colonization.

Quote from: Colonization
Colonization
Project - 5


At the start of your turn, if you have any coin tokens on this,
remove one for +2 Cards and +$1.
                                                 
When you buy this, put three coin tokens on this.

Colonization is a three-turn boost you can only use once. You will probably use it if it is in the game, but when should you buy it? Should you buy it the moment you get $5? Mid-game, or to get some of the last provinces? There is a lot of strategy involved especially because you cannot save it for later after you buy it. It uses coin tokens to keep track of how many boosted turns you have left.

Feedback is appreciated.

15
Variants and Fan Cards / Re: Fan Card Mechanics Week 29: Gone Pair-Shaped
« on: February 25, 2022, 12:47:32 pm »
I like this idea. I think Fairy Village needs work though. I'm not seeing any reason to play it in the Action phase instead of the Night Phase, because you'll use up an action and still need to wait till next turn to get the benefit. I would drop the Night type, and maybe add something else to connect it more with Living Tower. I would also drop the Potion costs, as those don't add anything.

Thanks! I have updated my submission by removing the Potion costs (potion cards would be good as pairs but even still they are not necessary). I have also fixed Fairy Village a bit, now it acts as normal village for your next turn instead of a double village. The gaining to the bottom of your deck should add some strategy and make it slightly better to justify the new cost.

16
Quote from: Field
Field
Type: Victory
Cost: 6
Worth 5VP
                 
You can't buy this if you have any coppers or silvers in play.

A simple victory card that has a buying restriction, it should have many uses in games.

Feedback is appreciated.

17
Variants and Fan Cards / Re: Fan Card Mechanics Week 29: Gone Pair-Shaped
« on: February 22, 2022, 04:49:52 pm »
Quote from: Living Tower
Living Tower
Action
Cost: 5
Reveal cards from your deck until you have revealed three Action cards. Put those into your hand and discard the rest.

Quote from: Fairy Village
Fairy Village
Cost: 3
Night - Action - Duration
If it is your Action phase:
+1 Action
At the start of your next turn:
+1 Action
+$1
                           
When you gain this, put it at the bottom of your deck.

My submission for this contest is Fairy Village / Living Tower. Living Tower is a Smithy variant, but it will only draw action cards so it is of limited use to big money. The main problem with it itself is that it is completely useless without a village. Fairy Village serves that purpose. It is a village that provides a bit of payload, and has the action type so it can be drawn with Living Tower. You could also play Fairy Village as an action if you desired. Fairy Village also provides a bit of payload, so Living Tower is never useless on a board.

Fairy Village itself is an intriguing village, it provides payload, and also stops terminal collisions on your next turn, it has varying uses.

Potions are good with pair-shapes, so there is a bigger reason to buy one, since there cannot only be one potion card on the board. Living Tower and Fairy Village both cost potions. Living Tower is slightly better than a smithy, though it is restricted, so it should cost 2P (approx. 4.5). Fairy Village can simply cost a potion, about 2.5. Both cards go with the Alchemy theme.

Feedback is appreciated.

Edit: removed Potion costs because of Commodore's suggestions, changed Fairy Village a bit. It is slightly more complicated but still should be fine.

18
Dominion General Discussion / Re: Semi-Interesting Dominion Moments Thread
« on: February 22, 2022, 01:43:20 pm »
I played a game with Pirate Ship, went for a Platinum big money strategy, and ended with a curse, 5 coppers, 5 estates, 2 duchies, 4 provinces, 5 colonies, a Platinum, and a Black Market. I tied at the ridiculous score of 84, with both Colonies and Provinces empty. I only could have bought a Colony with perfect luck (cost reduction from Canal). My opponents Pirate Ships were worth $10.

19
Weekly Design Contest / Re: Weekly Design Contest #142: High Spirits
« on: February 12, 2022, 08:24:56 pm »
Fairy needs to be a Reaction and say "when you draw this, you may reveal it for +1 Card." As it is currently, it has a major accountability issue because it's mandatory but your opponents have no way of seeing what cards you draw.

Thank you, I've updated my submission.

20
Weekly Design Contest / Re: Weekly Design Contest #142: High Spirits
« on: February 12, 2022, 12:16:20 pm »
Quote from: Gnome
Gnome
Treasure
Cost: 5
Worth $2
Look at the top two cards of your deck. Discard any number
of them, then put the rest back in any order.
                         
When you gain this, gain a Fairy.
Quote from: Fairy
Fairy
Night - Spirit - Reaction
Cost: 3*
At the start of your next turn: +1 Action
                     
When you draw this, you may reveal it for +1 Card.
(This is not in the supply.)

Where the Gnomes go, the Fairies follow. The Gnomes improve the gardens, and are valuable. Fairies also improve the gardens, but instead of adding value to them, they add beauty. Gnome is a Silver, with some added, useful filtering for your next turn. Though Gnome has slightly more text than is usual, it's complexity is low, is not hard to play with, and a useful buy comsidering that it comes with a Fairy. Fairy is an interesting village, it works for your next turn, cannot be drawn dead due to it's night type, and is like a cantrip because of the below the line effect. In essence, it is a different, useful village. It is a good option for Exorcist, and is good for reliability.

Feedback is appreciated.

Edit: fixed Fairy because of feedback from Gubump.

21
Weekly Design Contest / Re: Weekly Design Contest #142: High Spirits
« on: February 11, 2022, 09:11:57 pm »
My submission:
                                                                                                           
Quote from: Mischievous Fairies
Mischievous Fairies • $3* • Night - Reserve - Spirit
Put this on your Tavern mat. Set aside a non-Duration Action card you have in play.

At the start of your turn, you may call this to play the set-aside card.
(This is not in the Supply.)
Quote from: Fairy Ring
Fairy Ring • $4 • Action - Night
If it's your Night phase, gain an Action card onto your deck costing up to $1 per differently named card you have in play (counting this). Otherwise, gain a Mischievous Fairies.
                                                                                                           

My submission is Mischievous Fairies. A mix between Ghost and Way of the Turtle (with the Reserve mechanic mixed in), it sets aside an Action card already in play, and allows a player to play the card at the start of one of their turns. While it may offer slightly more control than Ghost (both allowing the choice of cards in play and the choice not to play it at the start of each turn), it has a greater chance of missing (if drawn with no Action cards) and only plays the set-aside card once, rather than twice. And while the Reserve mechanic's ability to hold the card back until it is needed is great for cards that want collisions (making it like WotT), each turn you wait keeps both cards out of your deck.

There are 17 copies of Mischievous Fairies.

To get Mischievous Fairies, I created Fairy Ring, a day/night gainer that can always get MF, but will (generally) cost an Action to do so. If you save it for your Night phase, it gains an Action from the Supply, and topdecks it, but only if you have enough differently-named cards. There are some neat synergies here, as you can first use FR to gain MF, then use both (if you have them together) to set up collisions.



EDIT:
Submission updated (on the advice of Gubump) to fix Mischievous Fairies so they don't set aside Duration cards (which has tracking issues, and also allows a player to play a single copy of Hireling multiple times).

Old Version


It's unclear whether the set-aside card is discarded. Right now, you would permenantly lose the set-aside card. You could add a "discarding it" clause at the end of the card.

22
Puzzles and Challenges / Re: Design the most disappointing Kingdom
« on: February 11, 2022, 03:33:36 pm »
I forgot that pin doesn't work anymore...

Anyway, here is a better version:

Platinum + Colony
Goons
Calvary
Quarry
Possession
Lurker
Chapel
Smithy
Village
King's Court
Masquerade or Ambassador

Landscapes:
Alms
Way of the Horse
Transport (unless you limit landscapes)
Way of the Mouse (Ambassador or Lurker)

That adds easy Possessions, which makes it significantly worse.

Don't know which ones to pick.

23
Puzzles and Challenges / Re: Design the most disappointing Kingdom
« on: February 10, 2022, 05:52:05 pm »
Another puzzle!

I had an idea for this before this challenge began though it is very different from the others in this thread and very very disappointing, if you can figure out why.

Platinum + Colony
Goons
Calvary
Quarry
Highway
Bridge
Chapel
Smithy
Village
King's Court
Masquerade

Landscapes:
Alms
Way of the Horse

This is a nightmare to play with (if both players know why it is), I have not played with it, nor do I want to. It is just a mess, and not for one reason, but two reasons, making it even more likely that one player will know a strategy to make it work out terribly.

24
I just finished judging!



This is an interesting card. It is slightly convoluted, but it keeps the complexity manageable while providing some interesting effects. It uses the outcomes effectively and as they were originally intended. I like the way this works and it seems balanced, a very useful five to get early on but not overpowering. It would encourage big money, but not massively and would be good engine payload and a small amount of draw. Exotic Imports could be a landscape (assuming the text fits), and provides the fun effect of Gold gaining.

Quote from: Currency
Currency • $5 • Treasure
$2
Choose one to play: Exchange; or Staff; or Recruit; or Fund; or Option; or Put; or Tithe.

And here are the 7 Outcomes I designed to go with it.


Quote from: Exchange
Exchange • Outcome
Pay any amount of $ and +2 Coffers per $3 paid (round down).
Quote from: Staff
Staff • Outcome
Remove any number of tokens from your Coffers. +2 Villagers per 3 tokens removed (round down).
Quote from: Recruit
Recruit • Outcome
Remove any number of tokens from your Coffers. Gain an Action card costing up to $1 per token removed. Set it aside. If you did, play it.
Quote from: Fund
Fund • Outcome
Remove any number of tokens from your Coffers. Gain a Treasure card to your hand costing up to $1 per token removed.
Quote from: Option
Option • Outcome
Remove any number of tokens from your Coffers. +1 Buy per token removed.
Quote from: Put
Put • Outcome
Remove any number of tokens from your Coffers and Villagers. Gain a Victory card costing up to $1 per Coffers removed and Freeze it 2 times per Villager removed.
Quote from: Tithe
Tithe • Outcome
Remove any number of tokens from your Coffers. +1 Worshipper per 3 tokens removed (round down).

A useful and versatile card, Currency provides a variety of effects, all of them having some use, but not a massive one. It provides a way to get Coffers to later exchange them for other effects and does the same with Villagers, though they are a bit expensive ($9 for only 4 villagers), which compares unfavorably to Acting Troupe. It does provide an extra use for them, and it is a Silver variant, but it does not look like it would be bought much. It does compare to Royal Seal well, but then there is Spices. Too many options!



Quote
Causeway • $3* • Action
If you have 3 or more Causeways in play, you may return this to the supply to play Marshland; If you didn't, cards cost $1 less this turn, and you may play a Causeway from your hand.
-
This costs $1 more for each token on Marshland. When you buy this, add a token on Marshland.
Quote
Marshland • Outcome
+1 Buy per token here, then remove a token from this.

A good source of +Buy for big turns, this card also provides cost reduction. It would be difficult but fun to play with and suffers from a large amount of text. It uses tokens in an interesting way, though it seems like it would not often be a choice to buy due to the cost. You would have to be playing all of your Causeways every turn as the cost reduction to always cost 3, and that does not happen very often, they would often be 4, or even more.


Quote
Customs
$4
Action
Choose one: Place an embargo token on any one supply pile; or you may trash a card from your hand. If you do, gain a card costing up to the cost of the trashed card plus $1. Cards gained with Customs cost $2 less per embargo token on their supply pile. (For the rest of the game, when a player buys a card from that pile, they gain a Curse.)

A card that places Embargo tokens, but does not provide other major benefits, this seems like something I would want to play with. It is interesting how it compares to Procession, and the benefit to Embargoed piles would not shut the pile off as much as Embargo does, providing some gaining. It does have more text than is usual, but it seems easy to follow, only doing three different things. It gives a good benefit to careful planning, and I like it.


Quote
Martyr
$4
Treasure - Attack
$2
When you play this, if your –1 Card token is on your deck, +1 Buy and +2 Coffers. Otherwise, each player (including you) puts their –1 Card token on their deck.

Seems like an interesting card to play with, but probably too powerful, if you make a chain of three of them you get more than enough money to buy a Province, in addition to some Coffers! The -1 Card token effect would make things harder for everyone, slowing the game down significantly. The fact that it is a treasure gives it some appeal. The idea does seem interesting though, and Treasure - Attack cards are uncommon.

Runner-Up: Customs by nyxfulloftricks

Winner:
Shady Dealer, by Xen3K

25
Submissions Closed

Judge would you agree that Customs "barely" qualifies? It's pretty much ripping the text off of butcher and using tokens for something besides their intended use?

To clarify a few things:
1. My brother has recently made an account and I keep accidentally using it instead of mine.
2. This contest was intended to make use of Coffers, Villagers, Worshipers, etc. though I did not make this clear and there are better submissions because of it.
3. That post you (nyxfulloftricks) were referring to was actually by me (accidentally as Joxeft), though I did not explain what I thought clearly. What I meant was that it was not what I had intended, it completely qualifies and is an interesting card.

I really like the submissions that were given in this contest and I hope that I will be able to get judging done soon.

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