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Messages - NoMoreFun

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Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: August 13, 2020, 02:21:02 am »
Way of the Basilisk
Discard any number of cards. +$1 per card discarded.

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: August 03, 2020, 06:29:56 am »

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 31, 2020, 06:34:10 am »
The difference between your card and the original is virtually inexistent, but there is Venture and Gamble.

Playing the card with Gamble is optional. It would suck playing it with Venture but you can just play your Ventures before your Honeys. Herald/Golem and Poor House have similar issues.

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 26, 2020, 04:32:40 am »
Treasure/Victory - $5
Worth $2
+1 Villager
Worth 2VP if you have 4 or more Villagers

Edit - Changed name and remembered to add a cost

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 24, 2020, 07:53:35 am »
Action - $5
+1 Buy
While this is in play, when you gain a card that isn't a Treasure, gain a Gold

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 20, 2020, 12:12:18 am »
Good point. "+2 cards with sifting" is an official card, Embassy, and this is the draw to X version. Embassy is a strong card at the "$5 with a penalty" cost.

With Warrant you have (a lot) less choice over which 3 cards you discard (from a standard 5 card hand). It gets weaker on successive plays, but you get self comboing from the reaction in return, and you get all the draw to X combos too.

Back to the drawing board.

Dominion General Discussion / Re: White and PoC cards
« on: July 12, 2020, 06:32:47 pm »
Even actual Medieval and Renaissance Art depicted people of colour:

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 11, 2020, 07:14:58 pm »
Action/Night - $4
+2 Coffers

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 08, 2020, 07:40:30 am »
Action/Reaction - $3
+1 Coffers
Look through your discard pile.
You may trash a card from it.
You may put a card from it onto your deck
When you gain a card, you may play this from your hand

This is no longer my entry

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 06, 2020, 05:44:42 am »
So the contest turned out to be even more open ended than I intended.

I was hoping for designs that would get players to choose different paths to win the game (ie pursue different strategies from each other).

Instead there were quite a few entries that encouraged players to pursue a different strategy than usual, but would probably have the same effect on both players. This is ok as it opens up space for players to choose different paths; the goal of "more than one optimal strategy", but something like alt-VP wasn't what I had in mind for the competition.

I will try to account for this ambiguity in my judging but I won't necessarily succeed; don't be too disheartened if you don't end up doing well in this round.


Rialto by Conman - Nice and simple and very much the sort of thing I had in mind. I have no idea how to play it strategically as ending up with Curse isn't necessarily that bad (on a board with +buys, it could be a nice late game gain), though I would probably rule it out. With a "crap terminal" it's still likely a better duchy that's interesting. I'd want to playtest.

Harbour by mandioca15 - Brutal, and it is quite likely to give one player too much of an advantage. The "gain" exemption is important and I think there's an idea here that would end up being more workable, but as is it won't lead to very fun games.

Investor by TP Inferno - I think this works - you have to put in a fair bit of effort to get to your unique card. I initially thought the sheer randomness of the Investment card would be a problem, but if you have a bad investment, then you wouldn't want to go for the Investor, and that makes it fair. A nice way of opening space, although I'm not sure about the cost or the alternate effect. Setup would also be quite cumbersome in IRL games (although in 2020 I am not going to penalise anything too much on that basis).

Shire by segura - Nice and simple and I could see this popping up in whatever expansion brings back landmarks. However I don't see this making for games where players diverge any more than usual - there will be a bit more of an emphasis on lower value VP cards (or alt VP if present) but I can still see players largely coming to the same conclusion on how to win the game.

Breakthrough et al. by spineflu - I like the concept and you clearly put in a lot of effort. The double potion cost is not easy to hit (a bit easier than treasure map, but not much easier) but the rewards are good, and the obvious effort you will need to put in to hit Breakthrough will make the other player think about whether they want to go for it or not, so it's hitting the contest objectives on two levels.

Land Grant by Carline - Basically gives players access to a victory card of their own one time. Good call on the debt cost as it's a persistent presence, and I like the cost varying with cubes mechanic, though there may be "open land grant" strategies that are unbeatable on some boards (haven't really gotten my head around the landmarks). Balance is going to be a nightmare and I commend you for the effort you put into creating Landmarks that would be great contest entries on their owm. One thing I can see happening is I think it will ironically encourage players to "steal" the land grant from players pursuing the strategy, but players being super aware of the strategies of their opponents and doing something different is the goal.

Monolith by Aquila - nice and simple and it would create very interesting gameplay in every mental scenario I can imagine with this in the kingdom.

Metalworker by Marpharos - this is a great idea, though the card is a bit weak as you need to line it up with a Treasure. A vanilla bonus (like Kiln) would be fine. Copper Alloy and Silver Charms are great, and Gold Token has a nice premise but I am very much not into hexes - if I was designing it I would do "When you play a Gold, gain a Horse" or "When you play a Gold, +1 Villager". I would be particularly interested in games where Silver Charms is the only buy.

Opera House by Something_Smart - I like the concept but it is way too strong early game. It would be good as a Prize or with buy restrictions that made it a late game card.

Royal Monopoly by grep - A nice Seaway variant if not for the Curse/Ruins patenting option, and on some boards it would also be too strong to patent Silver (i.e. if there are no other good sources of $). Indeed with a card like this I can see the value in the card designs that open up more space, as I can see this being used more to profit from patenting essential cards rather than carving out a niche.

Cordwainer by D782802859 - I don't see how this fits the challenge sorry. It's unlikely that a player would not opt for the free $4 as a way of getting to the(ir) ideal strategy earlier. The on play effect seems to lend itself to Big Money-Cordwainer.

Stamp by LibraryAdventurer - A lot going on here that I like. It's clearly a powerful card but what you do with it is highly variable.  What that might mean in practice is that you'd want to "win the Stamp Split" and then pivot as necessary to the best strategy from there, which probably isn't the ideal outcome. Still the individual ideas making up this card have me very captivated.

Animal Market by majiponi - I like this more than tribute, but it has some of the same issues regarding "feeling like being attacked". The tests for different decks are too random for it to really reflect a strategic difference between players. I am also not a fan of putting +buy behind an unpredictable effect - I would prefer it be a Market Square on play that sometimes gave you money.

*name by iompelutien - I did say everything qualifies. This is a neat little idea that I think is well reflected in official cards like Alliance, Hoard and Enclave; sacrifice point gains for maintaining (or even increasing) your deck quality as you green. An interesting choice.

Freemason by Fragasnap - Well this is interesting. You could win the split of these overpowered for their cost cards, but be hurt by that decision if you don't also secure the Grand Lodge. I think however the Grand Lodge variant is strong enough that the first freemason buyer would be tempted to open up the lodge with a Silver (or even Copper) the moment they see another player buy a Freemason, which would then be a risky play for them. My head is spinning thinking about this card but one thing is clear - both players would try to concoct the ideal Freemason related strategy and how the game plays out may come down to things like shuffle luck and first turn advantage more than divergent strategy. Still, a nice card.

Specialize by alion8me - First turn advantage looms large over this card. On many boards there will be a single ideal candidate for the +1 card token (eg a good cantrip) or +1 Action token (eg a terminal draw) and games will be decided by who can get to it first. It's a shame as there would be boards where this is a lot of fun and fit the idea behind the contest.

Reinforcements by pubby - This would be an interesting way of bringing less appreciated cards from the kingdom into the fold. $9 is the right cost as it's hard to spike early. I don't see this being good in a lot of games but I see it being very interesting nonetheless, and it encourages players to think early about what cards they want to have accessible later in the game.

Council Chamber by anordinaryman - I think the best thing about this card is it encourages all players not to overspecialise and use a variety of cards, both among themselves and between each other. It hovers over the board like a threat to any player who would spam a certain card. It seems fun.

Magic Book by grrgrrgr - On an engine board, a player can buy this and their opponent has the option to pivot back to money to overcome the advantage. It's only a sensible buy once the other player has a lot of actions and not many treasures, so late enough for its cheap cost not to matter so much. I could see the book sitting on the shelf in many games. However Lost Arts is a powerful enough engine enabler at any cost to make this interesting. I would only want this to appear in high skill games as a bad buy could be very costly.

Successor line by X-tra - Fits the competition as the very rough start on the traveller line means you will be "going for" this strategy rather than using it to enhance some other strategy, even if it makes sense for both players to "go for" it. Your deck turns to mush as your successors multiply and turn into more terminals and victory cards, but then it all pays off once you get to your Monarch and it turns out you have a big point advantage. I can see it leading to Successor/Estate/Duchy 3 pile endings. What I don't like is just how overwhelming it will be for your deck. There is some variety (eg adding in sifters, how you mix in provinces etc.) but Successor-BM is looking like the best way to make use of a successor deck - a "solo card" strategy where you get to play the benchmark the other player is measuring themselves against. Some nice ideas throughout however.


Winner Land Grant by Carline
This wins the day for me above all for the sheer effort that went in. This card will create a very interactive game.

Runners Up: Monolith and Breakthrough
Monolith is a nice simple way to make the game more interesting while adding variety. Breakthrough was also quite interesting and had a lot of effort, but I think it ended up being more luck based than Land Grant which held it back.

Honourable Mention: Metalworker
Probably my favourite concept of the lot, but I couldn't look past the weakness of the card on play and my distaste for hexes.

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 04, 2020, 06:15:07 pm »
Not ready to judge yet, so I'm giving everyone another 24 hours to finalise their entries (or submit new ones).

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 02, 2020, 04:54:20 pm »
48 hour warning (would be 24 but I think I'll be quite busy tomorrow)

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 25, 2020, 06:31:07 pm »
Thank you spineflu!

Contest #79: Different strokes for different folks

This is a more open ended one - design a card (shaped thing) that encourages players to pursue different strategies during the game. The card may explicitly distinguish between players (eg a split Landmark, or something that changes setup rules to give different starting decks). It could also be a card that more subtly creates more than one optimal strategy for the board, or gives different players different tools to work with (Black Market and Tournament), or encourages you to pursue unique cards (Gladiator), or involves competition for a single resource (Mountain Pass).

With difference baked into the card, balance, or at least the ability for players on either side of the inequality to win the game, will be more important than usual.

Similarly a card that does this differentiation solely by being very political (eg attacks that only affect one other player you choose), would fit the criteria, but probably wouldn't do very well.

All submissions are "eligible"; just think holistically about how a Dominion game involving your card (shaped thing)(s) would play out. If there is more than one "optimal strategy", or if players are actively trying to avoid doing the same thing as each other, then you have done well.

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 19, 2020, 12:26:48 am »
Mad Inventor
Night/Attack - $4
Gain a card costing up to $4
You may gain a Trinket. If you did, each other player gains a Trinket.

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 13, 2020, 03:46:45 pm »
There is no reason for the setting aside. Just reveal and topdeck, that is clearer.

There might be effects that mean the revealed card isn't still in your hand after you reveal it and get the bonuses, though I can't think of any.

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 13, 2020, 03:16:49 am »
Action - $7
+3 Cards
Reveal a card from your hand.
If it's a(n)...
Action: +2 Actions
Treasure: +$2
Victory Card: +2 Cards
Then, put the revealed card onto your deck.

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 06, 2020, 12:12:02 am »
Event - $3
+1 Buy
Gain a Gold. Each other player gains a Spoils.

Dominion General Discussion / Re: Is Harvest the New Scout?
« on: May 10, 2020, 09:14:28 am »
It's bad, especially now with several penalty free $5 terminal golds, but in any kingdom it can have its full effect and function as payload (though very rarely better than Gold).

Scout wasn't even that good when it was working well. Even the much stronger cards that use some of its effects don't get much love. Patrol is an unremarkable and relatively weak $5 smithy variant, Vagrant almost never gets bought as more than a "why not" cantrip, and Secret Passage is considered weak despite having all the same deck order combos on a stronger and safer card.

Pearl Diver is my current pick for least worthwhile, even though I buy it more than Transmute and Harvest.

Dominion General Discussion / Re: Interview with Donald X.
« on: May 10, 2020, 08:31:15 am »
For future printings, would you consider unifying the Tavern Mat, Exile Mat, and Island Mat?

Rules Questions / Re: Considering Trader errata
« on: May 09, 2020, 10:47:28 pm »
Improve is "Trash an Action card you would discard from play" but seems pretty safe in terms of rules.

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: May 05, 2020, 09:51:53 pm »
Action - $5
Exile this or a card from your hand. +1 Card per $1 it costs.
When you gain or trash this, you may play it

Variants and Fan Cards / Re: Actually Passable Card Ideas
« on: May 05, 2020, 09:13:34 pm »
Exile allows the two cards to finally unite in a clean way

Mint Mine
Action - $5
Exile a treasure from your hand. Gain a treasure to your hand costing up to $3 more than it
When you gain this, you may exile all treasures you have in play.

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: May 04, 2020, 06:34:09 pm »
24 hour warning
It has now been 46 hours since this so-called “24-hour warning”. Some may chalk this up to human error, but I suspect something more sinister to be at hand.

Judging these contests is very time consuming and hard work. I don't know what this is a reference to but this is a very mean spirited comment even as a quote.

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: May 01, 2020, 06:30:20 am »
NoMoreFun had the very same idea and I think that this is more of a $5 than a $4. Gain a Horse is very similar to +1 Card but in the case of Apprentice I think you more often than not prefer to draw the cards immediately.

I don't care if anyone enters card ideas similar to anything I've ever posted (including in this thread).

It's probably better than Research (which really isn't a good card), but it would be worse than a version of Research that didn't set aside cards from your deck and didn't stay in play. It's definitely not as good as Apprentice (though trashing a Horse for 3 Horses would be nice sometimes).

Variants and Fan Cards / Re: Revised versions of published cards
« on: April 30, 2020, 09:50:53 pm »
On Artifacts, since each Artifact only corresponds to one card, room could have been saved by making the Artifact the randomiser, with something like this.

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