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Messages - JW

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26
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!

27
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.

28
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).

29
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!

30
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.

31

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

32
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.

33
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.

34
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?

35
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.

36
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).

37
Royal Parade
- Event
Once per turn: +1 Buy. At the start of Clean-up, set aside a non-Duration Action you would discard from play this turn. At the start of your next turn, play it twice.

38
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. Edit: never mind, I missed the second clause in the original post, giving the Swindler/Magpie example. Let this be a lesson not to procrastinate on work with ill-considered Dominion. :-)

This week's challenge is to Design a card (not a landscape) that does something even if nobody buys/uses it.

39


Mazes are Great Halls that transform into Experiments once the Minotaur is found (because the Maze is collapsing and you have to get out).

The concept and implementation of Minotaur is great! However, Maze seems weak. Great Hall was rarely bought (and even less so early on), and the possibility of finding the Minotaur and turning them into single Experiments (when Experiment is good because comes with two copies for that $3 investment, not one copy like Maze) doesn't seem sufficient to change that.

That said, my suggestion for how to change it is to make the quickest change possible and then get all the rest possible before your happy new arrival!

40
Quote
Path


Someone can gain the whole pile with a Fortress in hand (because the first one that you gain and play lets you trash Fortress again). Back to “exchange” instead of trash?

41
Landlord


The wording "anytime" could cause rules confusion. For example, I play Lookout and trash a Haunted Mirror. Can I exchange a Silver from my hand for Landlord before resolving its "discard an Action card for Ghost" effect? I suggest "At the start of your turn or after you play an Action card on your turn..." instead.

42
Setup: Place the Bulwark token upon the most expensive non-Bulwark Kingdom card.[/font][/size][/color]

There may be more than one most expensive non-Bulwark Kingdom card (e.g., two cards costing ), or there might not be one at all ( vs. , neither is more expensive than the other).

I suggest something like: "a randomly chosen Kingdom card with the greatest cost in (including ties)"

43
Manor
- Action
+3 Cards
You may gain an Estate to your hand.
——
In games using this, Estates and Duchies are also Actions with:  “+2 Actions”

FAQ: The +2 Actions is cumulative with Inheritance. 

44


Until the pile is empty, it looks like you can gain a Bison on-play, making it a far superior Village (comes with a Villager on-gain, and you can store the extra action as a Villager if you don’t need it right away). That’s not to mention the flexibility.

45


Its interaction with Lurker is even more degenerate than Lurker-Hunting Grounds (because it curses opponents instead of clogging your deck with Duchies, while generating similar amounts of net VP). Adding "except from the supply" to the on-trash condition is one change that could solve that issue.

46
Timid Steed
- Action Reaction
+3 Cards
___
At the start of your turn, you may discard a Treasure to play this from your hand.

Notes: I had to make a blue card! Timid Steed 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.

47
Chameleon Preserve
- Action
+1 Card and +2 Actions
Once this turn when you play an Action, you may choose that each time it would give you +Cards this turn, you get +$ instead, and vice-versa.

Notes: A Way in Village form. Hopefully it fits the intent of the contest. 

48
Poison Ivy
- Action Duration Attack
Each other player may discard a Curse, a Poison Ivy, or two Victory cards (revealed). If they don’t, they gain a Curse.
At the start of your next turn, +3 Cards.

Notes: With Mountebank removed in Prosperity 2e for being too brutal, this attack space is now open.

It seems weaker than the very powerful Sea Witch, which seems fine. Like Sea Witch, if you open it and play it on turn 3, it will miss the shuffle, which slows down how quickly it can snowball in favor of a player with a 5/2 opening.

Don’t always discard your Poison Ivy to avoid a Curse! But there are times when you will want to do it.

49
Generous Village
- Action Reaction Liaison
+1 Card and +2 Actions.
You may discard a card for +1 Favor.
_____
When you discard this other than in Clean-up, you may reveal it for +1 Favor.

Notes:
It’s Underling Village, but there’s a cost to get that Favor. You should have some interesting decisions about when to discard it to itself, and you can build a deck that overdraws to discard it to itself and then redraw it in the same turn, to accumulate Favors faster.

Edit: added Reaction type per comment below.

50
Collector
- Action Duration
Choose one: +1 Action, +1 Buy, +, and you may trash a card from your hand; Or: At the start of your next turn, +2 Cards and +1 Buy.


Notes: Synergies with City Quarter. I envision the first option as foraging for items, and the second option as saving up for a larger purchase.

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