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Messages - LibraryAdventurer

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51
I had several versions of this, but I've narrowed it down to two:
Anyone want to help me choose which of these is better?

alternate version: (This one is not my entry)
Quote
Door to the Land of the Dead
$4 - Event
Once per turn, choose one: Trash a Province from your hand for +7 VP; or trash a Duchy from your hand for +1 VP and, if there is at least one Province in the trash, end the game.
(Should I cut the "once per turn" part?)

This one is my entry for the contest:
Quote
Door to the Land of the Dead
$4 - Event
Once per turn, choose one: Trash a Province from your hand for +7 VP, or gain a Province from the trash and take <6> debt.
-
In games using this, if a turn ends with at least 3 Provinces in the trash, end the game.

52
I actually forgot about Ritual when making Offering. oops.

53
I think Bishop could be interesting as an event:

Quote
Offering
$2 - Event
Trash a card from your hand. +1 VP equal to half its cost in coins (round down).
Each other player may trash a card from their hand. If anyone else does, +1 VP.
Not sure about the cost, is it too cheap?

edit: added (round down)

54
<judging>
You judge a bit harshly, and I think have weird/possibly mistaken views on some of these. For instance:
- I think you're greatly underestimating Printing Press.
- Torch is hardly comparable to Rebuild when on its own, it's only a trasher. Rebuild is a complete strong strategy on its own. And I think you're overestimating the difference Torch will have in a game.
- The "in games using this" effect of Fine Art/Art Dealer is definitely more interesting than just "everyone has fair for free" when you have to have three copies of a Treasure in play. (I just now noticed that entry and I like the idea, especially Art Dealer.)
- There's no way Nomad Village has higher highs and lower lows than Herald. It doesn't look that swingy to me.
- You're kindof contradicting yourself about Impoverished Village. You say it won't proc* a lot, but then say you'll probably be gaining a Copper every turn. It isn't like there's very often more than one village on a board. (Unrelated: What is "proc" short for anyway?)

Also, you missed Farmer. (edit: and Snorka's card...)

55
About the worst Trait, just found Hasty Treasure Map. :-\

There’s a few ways you can still pull it off, but they require specific other things to be in the Kingdom, like Watchtower.
Transport a Treasure Map into Exile, then onto your deck. Then Summon buy a 2nd Treasure Map (forgetting that Hasty does the Summon thing already).

56
Quote
Forbidden Forest
Victory
-
2
-
When you gain this, each other player gains a Curse unless they reveal a Victory card from their hand.
If Forbidden Forest is in the kingdom, will you make more green for defense?

This card doesn't fit the theme of the contest

This week's challenge is to Design a card (not a landscape) that does something even if nobody buys/uses it.
I would let Will(ow/iam) be the judge of that. This card does something by making you more likely to keep Esates or go for some other early green to block the curse.

57
<Identical Twins>

Nice.
It's a really good deal to play a $2 cost brother to get a $5 cost sister, but then you have to pay the favors to keep it as the $5.
But there may be times when you don't mind switching back and forth if the cards are of similar value.
Also, the theme doesn't fit because a brother and sister can't be identical twins.

58
Quote
Wereshop
<5> - Action
Gain a card costing up to $4.
Play this again using the active Way.
-
Setup: Choose two Ways to use this game, but only one of them is active at a time. Switch the active Way after each time a card is played using a Way.

EDIT1: I added the debt-for-$5 option because I was concerned it would be too weak too often with certain combinations of ways (like Seal/Frog). Originally the top was just a workshop with "Play this again using the Way".

And with WoChameleon, you can take <4> debt and gain 2 $5 cost cards. EDIT2: Oh wait, with Chameleon, you'd play this a 3rd time as the other way which is not intended... I guess I'll just add "Don't use WoChameleon with this" to the card's rules. So this probably won't do well in the contest. hmmm, maybe I'll think of something else.

*EDIT3: Removed the debt-for-$5 option. It's nice and simpler without that part. Changed the cost to <5> debt because it's kindof like between $4 and $5, and makes it easy to get early which is good for a gainer. Still have to exclude Chameleon to keep it from playing 3 times but that's okay with me.

old version:
Quote
Wereshop
$5 - Action
Gain a card costing up to $4 or take <2> debt to gain a card costing $5.
Play this again using the active Way.
-
Setup: Choose two Ways to use this game, but only one of them is active at a time. Switch the active Way after each time a card is played using a Way.

59

Quote
Kin Cooperation
$6 Project
Whenever you play a Sister immedietly after playing a Brother, +1 Coffers.
Whenever you play a Brother immedietly after playing a Sister, +1 Villager.
-
This costs $1 less if neither the Brother nor the Sister have +Actions or +Villagers.

FAQ: Both the Brother and Sister cards should be Actions. (No Nights or Treasures)

60
<Mule>

Sometimes a mule is a good horse, and sometimes it's just a mule.
I hesitated a moment before upvoting this only because you had 4 posts and 4 respect and I'd be changing that number.

61
Well, I have a split pile of Livestock, but it's based too closely on someone else's idea for me to feel okay entering it in a contest. Then I have the Flock of Ducks project, but I just used that for the previous contest. hmmm...

Here's something to help you find what you need:
Quote
Homing Pigeon
$3 - Action - Duration
+$1.
Now and at the start of your next turn: Look at the top 3 cards of your deck, put one in your hand and discard the others.

62
Quote
Flock of Ducks
Ally
At the start of your turn, you may spend 3 favors to gain a Duchy.
-
In games ising this, Duchies are also Treasures. If there are less than 6 Duchies in the supply, they give +$2. Otherwise, +$1.

I tried to choose a cutoff point (6 Duchies left) that worked with 3+ players as well as 2 players. But if only one person goes for Duchies in multiplayer, it probaby won't be worth it.

63
I like the ideas of the Tramp and Tramping Grounds and the Mysterious Token.
Generally, you seem to underestimate how bad it is to have a dead (or nearly-dead) card in your deck. Mysterious Token can give +$1 coin and still be fine costing $1. Your self-looters are too weak because gaining a ruins is worse than you think it is (even if you use your set of slightly-less useless ruins). Also, it's not worth printing out that many different ruins cards. Choose your favorite set of four or five and use those.
Wheeling and Dealing would probably be fine at $4 because of having to discard in order to draw.

64
Variants and Fan Cards / Re: Revised versions of published cards
« on: July 27, 2023, 10:04:39 pm »
It has track problem: as the official rule, 'If you play a card on someone else's turn, you discard it in that turn's Clean-up, unless it is a Duration card with things left to do.'
Just have to add the duration type then. easy fix.

65

I'd recommend saying "when the player to your right plays..." because of the way it scales in multiplayer especially in games where Gold is a good payload.
This card can sometimes be crazy strong and other times be a plain terminal Silver.

66
Real Entry:
Quote
Potted Flower
$3 - Plant
When you play a card from the pile with your flower token on it, you may set this aside from your hand.
If you do: +1 Card, +1 Buy, and this turn, when you gain a non-Action card costing at least $4, +1 VP.
Discard this in clean-up.
-
When you gain this, put your Flower Token on an Action supply pile costing up to $4.
Potted flowers on their own aren't worth anything, but the're useful for adding appeal to your other cards.
(FAQ: There are no special rules for the "Plant" type. They cannot be played like Action/Treasure/Night cards, only set aside from your hand for its effect as it says on the card. When you gain a Potted Flower beyond the first, you may move your Flower token to a different Action pile costing up to $4, but you don't have to.)

----------------------------------------------------
Joke Entry:
Quote
Overgrown Estate
$3 - Action - Attack - Victory - Shelter
You may discard a Copper or Wild Weeds. If you do, +$2 and all players gain a Wild Weeds.
-
Worth 0 VP if you have any Wild Weeds. Otherwise, Worth 1 VP.
When you trash this, +1 Card.

Quote
Wild Weeds
$0 - Treasure
+$1.
Gain a Wild Weeds.
FAQ: Overgrown Estate is a Kingdom card pile, but when shelters are used, start with one of these Overgrown Estates in place of the original Overgrown Estates. Use ten more Wild Weeds as there are Curses in the Supply. (30 Wild Weeds for a 3-player game.)

67
Variants and Fan Cards / Re: Fan Card Mechanics Week 68: Geyser mat
« on: July 18, 2023, 12:56:42 am »
Oh, nice. Thanks.  :)

Congrats on winning with your first post in the forums.  :D

68
Variants and Fan Cards / Re: Fan Card Mechanics Week 68: Geyser mat
« on: July 15, 2023, 01:03:43 am »
Landfill by NoMoreFun
I don't get this.
3/10
To explain: Landfill uses the Geyser mat as pseudo trashing, or really a pseudo-exile because of the Estate gaining. Since often you want to trash your Estates and not get more Victory cards til near the end of the game, Blast won't often be taken till near the end of the game, and even then you have to happen to have a Victory card on top of your deck. So it seems to me that Blast will rarely get used, so using the Geyser mat as pseudo-exile makes perfect since.

69
Quote
Calendar
$3 - Action
+2 Cards.
Discard two cards.
Choose one: +1 Action; or at the start of your buy phase, +$1 and put up to two cards from your discard pile on top of your deck.
Synergizes with Crystal Ball which is a card that's both fun and a little weak. If Crystall Ball isn't on the board, you can always seed your next hand, or choose what gets revealed by a knight or bandit type attack.

PS: I think "C" is the easiest letter to use for this contest.

<Conundrum>
Technically, this works for the contest because faust only required it start with the same letter, but the "CH" of "choose one" does not alliterate with Conundrum or Count.

70
Somebody has to do Skyrim. It still hasn't gotten old for me.
Quote
Dragonborn
$5 - Action - Command
+2 Cards.
+$1 per empty supply pile.
You may trash a card from your hand costing at least $3 to replay a non-duration, non-command Action card you have in play.

Once in a while the dragonborn can imitate the effect of something powerful. (canonnically a dragon obvs, but there aren't any dragons in Dominion.) They also tend to get overpowered in the later parts of a game...
EDIT: added "from your hand" to the trashing part. (and fixed the spelling of Skyrim)

Considering changing the +coin to an additional +1 Card per empty supply pile. Would that be too OP?

71
Variants and Fan Cards / Re: Really bad card ideas
« on: June 07, 2023, 03:02:50 pm »
Endful Chalice

Quote
Endless Ruin
$4 - Action - Duration
At the start of each of your turns for the rest of the game: Rol a die. If it's
1 - +1 Action;
2 - +1 Card;
3 - +$1;
4 - +1 Buy;
5 - (Do what Survivors says);
6 - Discard a card.

72
This is an improved version of a card I submitted to a weekly design contest a few months (?) ago.
(Does this count as a junking attack?)

Quote
Buttinski
$4 - Action - Duration - Attack
You may trash a card from your hand.
Now and at the start of next turn: +$1.
Until your next turn, the first time each other player trashes a card costing $2 or less on their turn, they discard the trashed card.

73
Variants and Fan Cards / Re: Library Adventurer's Other Cards
« on: May 13, 2023, 02:23:11 am »
Here's a few cards I've been working on trying to make the idea work. Most of these are still untested so far.

Quote
Stablehand
$2 - Action - Reaction
+1 Coffers.
Choose one: +1 Action; +1 Buy; Trash a card from your hand; or Gain a Horse.
-
When you trash a Treasure, you may play this from your hand.
This originally costed $3 (and was called "attendant"), but someone said it was too weak so I made it cost $2. I think the game could use some more decent $2 Actions anyway.

Quote
Lumbermill
$4 - Action
+$2, +1 Buy.
Choose one: Add a token to your Lumbermill mat. Or remove all tokens from your Lumbermill mat for $1 per 2 tokens removed, then trash this.
(or $1 per token,  but that seems like it might be OP)
Quote
Lumbermill B
$4 - Action - Duration
+$2, +1 Buy.
-
At the start of your buy phases while this is in play, choose one: Add a token to this; or remove the tokens and discard this for +1 Buy and +$1 per token on this (but not more than +$6).
I don't like Farmer's Market, so these are attempts at something similar that doesn't screw over the other player.

Quote
Buttinski
$4 - Action - Duration - Attack
You may trash a card from your hand.
Now and at the start of next turn: +$1.
Until your next turn, the first time each other player trashes a card costing $2 or less on their turn, they discard the trashed card.
Originally, this gave Silvers instead of Coppers but that didn't seem like much of an attack. The bad effect happens to you as well on the turn this is played. The wording seems a little weird... [EDIT: I reworded the attack and made it only trash once.]

Quote
Gemcutter
$4 - Action - Duration
Trash a treasure from your hand. Gain a Treasure costing up to $3 more than it, putting it on your deck.
At the start of your next turn, discard a card, then draw up to 6 cards in hand.
-
When you gain this, play it.
From a recent weekly card design contest, this originally cost $5 but was too weak.

Quote
Jinx
$5 - Action - Attack - Duration
This turn, when you gain a card, put it under this. Gain a card costing up to $4.
At the start of next turn: shuffle the cards under this into your deck.
Until then, when another player ends their turn without gaining a copy of a card you have set aside, they gain a Curse.
An attack that's kindof the opposite of Smugglers. I don't like how wordy it is. I've tested this one a couple times and it seems to work. Originally, it put the cards under it into your hand at the start of next turn, but that was too strong. Maybe using a fan mechanic like the Queue mat would cut some of the wordiness.

Quote
Golden Flute
$3 - Action
If you didn't spend an Action to play this, +1 Card.
You may discard a card to replay the previous Action card you played this turn if it's still in play. If you don't, +1 Action and +$1.
I have several cards with the "If you didn't spend an Action to play this" theme. I've tested this in a few games, and I'm thinking of changing to cost to $2. (This was also submitted to a weekly design contest)

74
Variants and Fan Cards / Re: Revised versions of published cards
« on: May 09, 2023, 11:45:37 pm »
This only makes a difference with Black Cat.

No, the change makes Moat nonterminal (i.e. a Lab) whenever an opponent plays an attack. It's a lot stronger than the original card, often better than Guard Dog...

I didn't realize how much stronger this made it until you pointed that out. I guess it has to cost at least $3 unless I nerf it somehow. hmmm... maybe this:
Quote
Moat
$2 - Action - Reaction
If it's not your turn, +1 Card. Otherwise, +2 Cards.
Until the end of your turn, you are unaffected by attacks.
-
When another player plays an attack, you may play this from your hand.

75
Variants and Fan Cards / Re: Revised versions of published cards
« on: May 09, 2023, 01:35:16 am »
How I think Donald might do Moat if he made it these days:

Quote
Moat
$2 - Action - Reaction
+2 Cards.
Until the end of your turn, you are unaffected by attacks.
-
When another player plays an attack, you may play this from your hand.

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