Dominion Strategy Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - JW

Filter to certain boards:

Pages: [1] 2 3 ... 39
1
Financial Center

+1 Card and +2 Actions.
For every 3 differently-named cards that you have in play (rounded down), +1 Coffers.

Notes: It counts itself. Cornucopia (variety) + Guilds (coffers).

I like Village-variants with large potential upsides that you need to work for (e.g., City Quarter, Swamp Shacks). This concept works better with Coffers than if it just gave coins, as in IRL play you don't need to track how many coins each one gave you.

Card image coming later. 

2
Quote
Stage coach
5$ Action-Reaction

+2 Coffers
Spend any amount of $ for +1 Card per $1 you paid.
-
When you gain Coffers you may reveal this from your hand to play this.

UPDATE:
Ack!! I totally missed beguiler. Darn. I will change my submission tommorow

Beguiler seems weak to me, Stage Coach less so. A key difference is that Stage Coach offers both coffers and converting Coffers to draw each time you play it, while with Beguiler you need an extra play to convert Coffers to draw. 

3
Weekly Design Contest / Re: Weekly Design Contest #213: GREEN
« on: March 21, 2024, 12:11:29 pm »
... As your main VP source, this only works if you can end the game somehow. The thing is: If you can end the game, so can your opponent. And you're boxing yourself in quite significantly with Monksteads. I'm not sure that Monkstead as a win condition works unless you can get them in like 1-2 turns, and that's already basically the megaturn scenario.

In a two-player game, if one player gets 7 Monksteads, they can use one Monkstead to trash another one, and then gain the last Monkstead to empty its pile (while their opponent won't have that option unless they can surmount the 49 VP from the 7 Monksteads). But I share your general concern that the most common scenario is that Monkstead will be too slow to be worth gaining.

4
Weekly Design Contest / Re: Weekly Design Contest #213: GREEN
« on: March 13, 2024, 01:12:01 pm »
Haunted Manor
- Action Victory
+2 Cards and +2 Actions. Discard a Card.
---
1
In games using this, when any player gains a Victory card during their Buy phase, they put their hand onto their deck in any order.

Notes: It’s somewhat similar to Inn. The on-play effect is stronger than Inn (and it’s worth 1 VP too). However, Inn has a beneficial on gain effect. When you buy Haunted Manor, it usually hurts you. Haunted Manor’s below the line effect makes its sifting a little more valuable, and also makes its 1 VP a more interesting addition to the card.

The below the line effect uses a "gain during the buy phase" trigger (what Merchant Guild changed to after Donald X removed "on buy" triggers) rather than "gain a card you bought" (like Haunted Woods changed to) because I find the former simpler.

5
Factory Town
- Action Duration
+1 Card and +1 Action
The next time you gain a card costing or , +1 Villager.

Notes: Inspired by Taskmaster. But now Gold can also get in on the party. It has a lower reward than Taskmaster, but it’s also a lower risk to fail to trigger it.
 



6
Royal Workshop
- Action
Choose one: gain up to two differently-named cards costing up to that you have not yet gained with Royal Workshop this turn; or you may play an action from your hand twice.

Notes: The gaining limitations reduce the speed at which it empties piles and make it less powerful to Royal Workshop itself for lots of gains.

FAQ: “Up to two” means zero, one, or two.

7
It either needs wording like Kiln or wording like Landing Party / Inspiring to know whether the Duration +2 Cards happens before or after the Attack finishes playing.

Updated! (To "first").

Quote
Also for reference, here’s my entry from the last “next time” contest which is similar:



Quote
Reinforcements - $5
Action - Duration - Attack

+$2

Each other player discards down to 3 cards in hand.

The next time anyone plays an Attack, draw until you have 6 cards in hand afterwards.

I think I like that your card costs $4 so it is easier to spam, and of course there are some other differences.  But maybe check out the feedback I was given over in that contest.

Thanks! I remember now why I had this card in my unposted archives. I created as a possible entry for that contest but once you posted Reinforcements I didn't use it because it was too similar to your submission! 

8
Conscripts
- Action - Duration - Attack
+
Each other player with 5 or more cards in hand discards a card.
The next time anyone plays an Attack card, afterwards +2 Cards.

Notes: It triggers based on any Attack, not just your own (which means that you might discard it during someone else’s cleanup). I think it makes for more interesting gameplay. It helps defend against itself, but the attack isn’t that strong, so it doesn’t seem like that makes it too essential.

If you’re the only one who has a copy, it’s quite weak unless you get more than one, which fits the theme. That can help mitigate first-player advantage, because if you are the only one who opens with Conscripts, it probably will stay in play for a while near the start of the game.

I think it would go well in Dark Ages because that set has so many attacks, but it would probably also fit in mosts set with higher than average attack density.

Edit: Modified the card to clarify that the draw happens before you resolve the attack, per SignError's comment. Then edited to make it happen afterwards so that it’s stronger against “discard down to” attacks.

9


Quote
Redoubt
$3 - Action - Looter

+3 Actions

Gain 3 Ruins to your hand. This turn, after playing a Ruins, return it to its pile.

It uses “after” instead of “when” in the same way that Inspiring does.  The timing of the return to pile matters for Way of the Mouse using Redoubt as the set aside card.

Redoubt is a friendly Looter like Death Cart.  You are tempted by the possibility of Peddler or a Lab.  But some combinations are comparable to $2-cost cards (e.g. Ruined Village x2 + Ruined Mine ≈ Squire). The best effects hinge on Ruined Library.  Careful play order is needed so that the desirable Ruins don’t get buried deep.  Lean too heavily into Redoubt, and the opponent may just gain and trash the Ruined Libraries, leaving you with a mess of stop-cards.  It’s still a double Necropolis if you can get draw elsewhere and have a way to deal with the undesirable terminal Ruins.  And it helps counter the unfriendly Attack - Looters.

Redoubt could partially replace Beggar as a card that gains a lot of cheap cards to your hand.  It has strong synergies as does Beggar, but Redoubt is more usable in a normal kingdom without those specific combos, while Beggar usually just sits there.   Another 2E card can replace Beggar’s defensive Reaction.
I like this but I am pretty sure that this is a $4. Anything but Ruined Village and Survivors is decent. Supposed you get Library, Mine and Market. Then you get Market + 2 Villages.  Suppose you get two Mines and whatever, then this is strictly better than Conclave.

It takes actions to play the Ruins in that example.

I also agree with silverspawn that returning the ruins to the bottom of the pile would make the card more interesting (and less powerful). Edit: to clarify, I don’t think it needs to be less powerful; it doesn’t seem strong as presented. If the ruins returned to the bottom of the pile, I think it could easily cost $2.

10
Cult Leader

Action - Attack
+3 Cards. Each other player may discard an Action for +1 Card. If they don't, they gain a Ruins.
----
When you trash this, +2 Cards.

Notes: Replaces Cultist, of course. Cultist is one of the Dark Ages cards most worthy of being replaced, especially because I entered a Rebuild replacement in a previous contest: https://forum.dominionstrategy.com/index.php?topic=21418.msg896526#msg896526.

11
Weekly Design Contest / Re: Weekly Design Contest #207: Vanilla on the Side
« on: December 20, 2023, 12:58:08 am »
Saddle
$5
Treasure - Duration
Gain a Horse.
At the start of your next turn, you may play an Action from your hand twice

12


Quote
Night Market | Action - Duration | $4
The next time you buy a Curse, trash this.

While this is in play, you can't buy Provinces, and at the start of your turns +$1 +1 Buy

I don't think it's too strong in most kingdoms, but I could see it leading to un-fun games when combined with fast cursing. Suppose no one wants to buy one of the last Curses and lose their Night Markets just to preserve their ability to buy Provinces later. Then all players end up unable to buy Provinces which promotes three-piling on, say, Curses, Duchies, and Estates.

13
Queen’s Court

Action
Choose one: gain up to two differently-named cards costing up to ; or you may play an Action from your hand twice.

Notes: The “differently-named” limitation is to help prevent it from empting piles too quickly.

FAQ: You can choose to gain only a single card costing up to (or no cards at all).

14
Weekly Design Contest / Re: Weekly Design Contest #204: Count up!
« on: November 13, 2023, 05:12:15 pm »



I suggest changing it to say "combined cost in " so that it is easier to understand how it works with debt or potion cost cards, and so that cards with those costs interact with it better.

15
Weekly Design Contest / Re: Weekly Design Contest #204: Count up!
« on: November 10, 2023, 01:22:44 am »


Architect is like an Ironworks that can gain bigger things (even Provinces!), but requires very precise hand management to gain what you want.

It’s a great design, but I think it probably needs some restriction that prevents gaining Provinces. But I am very uncertain how tough setting up Province gains would be. Would be fun to test out!

16
Weekly Design Contest / Re: Weekly Design Contest #204: Count up!
« on: November 08, 2023, 04:15:06 pm »
Sorcerer’s Stone
- Treasure Duration
+ per differently named Action you have in play (maximum ). At the start of your next turn, +2 Actions.

Notes: It has the Duration effect to avoid being useless on boards where all of the actions are terminal. The maximum coins clause makes it quicker to resolve IRL. Inspired as a potential replacement for Philosopher’s Stone in Alchemy.

Edit: changed maximum coins from to as the power level seemed a bit too high.

17
Weekly Design Contest / Re: Weekly Design Contest #203: Mixed Box 2
« on: October 30, 2023, 02:34:28 pm »
Ghostly Steed
- Night Attack
Each other player with 5 or more cards in hand puts one onto their deck.
Gain two Horses.

Notes: Not quite sure of the power level.

From Nocturne / Menagerie. Which would be released tomorrow, in honor of Halloween! (And little kids like mine who love both animals and spooky things).

18
Rainbow Bridge by JW

Another one I really like.  It’s a Magic Lamp for extra turns.  Like how Magic Lamp can always hit 6 uniques because it comes with Secret Cave, this one being a village means it’s also possible to meet the requirements in all reasonable kingdoms.  Of all the submissions, this one really doesn’t want to have to be a Duration.  It’s reasonable to want more than one copy of the village, especially if it’s the only one in the kingdom.  But if you activate the extra turn, all those villages are stuck in play, one is discarded at the end of the extra turn, and technically all the additional copies are stuck in play until the end of your next opponent’s turn.  The fix would be to add the old Outpost’s “If this is the first time you played a Rainbow Bridge this turn,” not to limit the extra turns, but to have the discards work well.  Or just not have it be a Duration, and well, Possession isn’t a Duration, although that’s the least of Possession’s worries. Finalist

First, your judging is incredibly thorough and thoughtful! Second, I did not make Rainbow Bridge a Duration. Maybe that causes other rules issues, I'm sure you've thought about these issues more than I have!

19
Rainbow Bridge
- Action
+1 Card and +2 Actions.
At the start of Clean-up, if there are at least 6 cards that you have exactly 1 copy of in play (counting this), take an extra turn after this one (but not a 3rd turn in a row).

Notes:
Thoughts on the power level appreciated. It can be activated by Rainbow Bridge + any two other actions + Copper/Silver/Gold.

You might be tempted to get more than one Rainbow Bridge especially if there are no other sources of +Actions, but playing a second one means that Rainbow Bridge no longer counts towards its own condition.

20

It should have an "or reveals their hand" honesty check clause if they cannot discard a Collateral. Unfortunately, that adds a lot of words.

21
Granary

Project
At the start of your turn, you may discard a card from your hand. If it is a Grain card or costs or , +2 Cards.
Setup: Add an extra Kingdom card pile costing or to the Supply. Cards from that pile are Grain cards.

Notes:
It’s best to eat something substantial, but not as big as a Province! “Grain” intentionally chosen to rhyme with “Bane”.

If you discard a Grain card that also costs $5 or $6, you still only get +2 Cards.

Edit: removed the benefit for $4 cards, following segura's comment.

22
Weekly Design Contest / Re: Weekly Design Contest #200: Do What You Love
« on: October 05, 2023, 10:26:52 pm »
Artist Village | Action | $3
+$2
When you play a card you have no copies of in play, +1 villager.
Ignore any + Actions you get from cards this turn


I really like the idea, but that it triggers off Treasures seems to make it too easy to get lots of Villagers. On the other hand, if it only triggered off Action cards, it would be useless without a source of +2 Actions, so that would not be a good solution.

23
Weekly Design Contest / Re: Weekly Design Contest #199: Composition in Blue
« on: September 19, 2023, 06:31:56 pm »
Hungry Foal
- Action
+1 Action
Choose one: You may trash a card costing from your hand for +1 Card. Or trash this for +3 Cards.

Timid Steed
- Action Reaction
+3 Cards
----
At the start of your turn, you may discard a Treasure to play this from your hand.

Notes: 5 Hungry Foals on top of 5 Timid Steeds. I like that, thematically, you can trash Hungry Foal for the effect of two Horses.

Timid Steed (submitted to a prior contest) can be a Smithy or, at the start of your turn, a Stables. Because you need to meet the Stables discarding condition at the start of your turn, it's harder to chain them at the start of your turn than it would be to play a similar number of Stables (consider a deck with other cards with +Cards besides Timid Steed). It makes up for that in the versatility of being playable as Smithy too.

Hungry Foal can trash your starting Coppers, but with Timid Steed benefiting from them, how many will you want to keep?

24
Disjointed City
$5 - Action Looter

+1 Card
+1 Action

Play each differently named Ruins from the Supply, leaving them there.
-
In games using this, when a non-Ruins Supply pile empties, put a Ruins from the Ruins pile in that pile.

I'd suggest adding "non-Province" to the pile-emptying condition to keep games from going on too long.

25
Lost Empire
- Action Victory
+1 Cards, +4 Actions, and +1 Buy
--------
3
Lost Empire’s pile counts as two piles for the purpose of the game-ending condition.

Notes: Use 8 copies for a 2-player game, or 12 copies for 3+ players. Inspired by Enclave.

I didn’t use wording like “this pile and any other pile empty triggers the end of the game condition” because that would function differently in games with 5-6 players, which only end after 4 piles are empty. (Side note: two Dominion games of 3 players each are vastly better than one game of 6 players).

Pages: [1] 2 3 ... 39

Page created in 0.07 seconds with 18 queries.