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Messages - xyz123

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26
Wow, thanks. Didn't expect that.

I will have a think about ideas and post the next contest later.

27
Depot
Action - Duration
$5

+2 Actions
$2
______________________________________________________________________________________
You may set aside an Action card from your hand under this. If you did, at the start of your next turn play it.

* Edit. Fixing a type where I had missed the h from hand.

28
Shroud
Treasure - Victory
$5

$1

Trash a card from your hand
_____________________________________________________
Worth 1VP per differently named Victory card in the trash

29
Weekly Design Contest / Re: Weekly Design Contest #180: Pay the Iron Price
« on: February 28, 2023, 03:51:12 pm »
Goldsmith
Action
$3

+1 Card
+1 Action
_____________________________________________________________________
While you have this in play, when you would gain a Gold, you may instead gain a Loot

Bullion
Treasure-Victory-Loot
$7*

$3
+1 Buy

Worth 1VP for every 2 Loot cards you have (round down)

30
Cove
Victory - Reaction
$4

2VP
________________________________________________________________________________
When another player gains a Victory card, you may discard this to gain a cheaper non-Victory card



Note - Made a modification. Increased the number of victory point from 1 to 2 and increased the cost from 3 to 4. This is to increase the likelyhood that you would want to trigger the reaction in response to an opponent gaining a Cove.

31
Credit
Treasure-Duration
$2

Now and at the start of your next turn $2
______________________________________________
When you discard this from play take 5 Debt


- A variation on Capitol where you have to pay back more in debt that you initially borrowed. It might make some interesting decisions as a potential opener regarding whether the additional debt is worth it or not so spike a key card early on.
- Thanks for the feedback below. I have decided to try it at $2 and give $2 on this turn and the next. You then need to take 5 debt. This makes it a bit more different from Capitol. I do think the idea of a Capitol variant that gives you the opportunity to spike key cards early on but at the cost of having to pay more debt back later on does have potential. It is just a case of balancing it.



32
Weekly Design Contest / Re: Weekly Design Contest #177: Groundhog Day
« on: February 03, 2023, 02:59:24 pm »
Punxsutawney Phil
Action
$4

+1 Action

Name a card, then reveal the top card of your deck. If you named it, either put it in your hand, discard it or trash it, then +1 Card

- I decided to name the card after the groundhog himself. As it is supposed to be predicting the future, I choose to make a Wishing Well/Mystic variant.

33
Weekly Design Contest / Re: Weekly Design Contest #176 - Game Changer
« on: January 26, 2023, 04:24:05 pm »
Expel
Event
$4

Exile 2 cards from your hand.
___________________________________________________________________________
In games using this, when scoring +2VP per differently named card you have in Exile

34
Weekly Design Contest / Re: Weekly Design Contest #175 - Super Expensive
« on: January 19, 2023, 05:15:54 pm »
Gentrification
Project
$12

Set aside a non-Victory Action card from the supply next to this and place your project cube on it.
_______________________________________________________________________________
When scoring +2VP per card you have from that pile.


Notes
- Not happy with the wording regarding the scoring but I am trying to imply that if this is put on a split pile all cards in that pile score 2 points each.
- The non victory clause is to prevent a player claiming the Castles pile by setting aside one that is also an action.
- I am a bit unsure of the pricing for this. For the number of points it can potentially score without adding cards that clog your deck it needs to be expensive. I feel it has to be more then Colony but other than that I am not sure.

Changes
- Following feedback I have reduced the cost to $10 and given 3VP per card instead of 2.

Changes II
- Reverting back to the original as there is conflicting feedback as to whether it is too strong or too weak.

35
Downpayment
Treasure - Duration
$5

$2
Discard a card from your hand.

The next time you discard a card other than during Clean-up +2 Villagers

Notes
- My card this week is inspired by two ideas. The first is that I decided to use discarding cards as my "next time" trigger point. This meant that the card itself needed to discard. The second idea was that I wanted to make an unconventional village based around the next time trigger.
- Adding further note. I am a bit unsure about pricing this. I went with 5 as that is what most Silver+ cards cost. I can see arguments both for making it cheaper and more expensive though.

36
Diet
Action $4

Trash this and up to 2 cards from your hand.

Gain a card costing up the total cost of the trashed cards that isn't a Diet.

Notes
- After feasting at Christmas a common new year's resolution is to lose weight, so I decided to create a card based on Feast that can help to thin your deck.
- Keeping the one shot nature of Feast is thematic as most resolutions don't last very long.
- When gaining a card, I have considered the impact of potion or debt cost cards. It will very rarely make a difference but it makes it slightly more interesting to allow the edge cases when they may crop up.

Updates
- Following feedback to weaken the card it now trashes 2 cards from your hand instead of 3 and the gained card cannot be another diet.

37
Weekly Design Contest / Re: Weekly Design Contest #172: Trait Me Right
« on: December 19, 2022, 01:56:08 pm »
Induction
Trait

When you discard an Induction card other than during Clean-up, +1 Villager

38
Weekly Design Contest / Re: Weekly Design Contest #171: Gains Upon Gains
« on: December 09, 2022, 05:41:20 am »
League
Event
$8

Gain 3 differently named non-Victory cards that you do not have a copy of in play.

39
Weekly Design Contest / Re: Weekly Design Contest #170: 2/7 Offsuit
« on: December 07, 2022, 02:55:01 am »
A slight change to my earlier entry which I withdrew.

Consul
Action-Reserve-Attack
$2

+1 Action
$2

Reveal a card from your hand. Each other player discards a copy of the card (or reveals a hand with no copies).
Put this on your tavern mat.
_______________________________________________________________________________________
At the start of your turn you may take 1 Debt to discard this from your tavern mat.


Notes
- I wanted to bring back an Ambassador type attack which involved revealing a card from your hand.
- I also wanted to make a Reserve-Attack, but the feedback on my initial entry showed why a card that attacks when called doesn't work. Instead I took inspiration from Wine Merchant and decided instead of attacking on call, you have to pay to get it back from your tavern mat. This also means the card should cost less, meaning a more powerful card can fit the $2 cost requirement.

40
Weekly Design Contest / Re: Weekly Design Contest #170: 2/7 Offsuit
« on: December 02, 2022, 04:38:08 am »
Consul
Action - Reserve - Attack
$2

+1 Action

Put this on your tavern mat.
________________________________________________________________________________________________________________________
At the start of your turn you may call this to reveal a card from your hand. Each other discards a copy of the card (or reveals a hand with no copies).

This doesn't quite work as an Attack since all official cards that care about Attacks care about when an Attack card is played, but this doesn't attack on play, it attacks on call.


Thanks for the feedback. Didn't think of that. Probably explains why there are no Attack-Reserves.

41
Weekly Design Contest / Re: Weekly Design Contest #170: 2/7 Offsuit
« on: December 01, 2022, 05:39:52 pm »
*Card withdrawn following feedback. Having another think.

42
Study
Action
$4

Draw until you have 8 cards in hand.
__________________________________________________________
When you play this, if you already have another Study in play trash this.

This seems extremely strong. From a 5 card hand this is +4 Cards, which is equivalent to a Hunting Grounds (which costs $6). In the presence of any hand size attacks or disappearing money it is even stronger. And since it is terminal, a player could play this card without villages and never worry about the trashing because they only ever play one copy. Moreover, at $4 it is playable by basically every Command card in the game, all of which can use it multiple times without triggering the trashing effect.

Also, you don't need a vertical line for an on-play effect. That's what the regular text box is. Thus, it should just say:

Quote
Draw until you have 8 cards in hand. If you already have another Study in play trash this.
I agree. As the self-trashing is only relevant in engines, this is likely broken in BM as it is obviously strictly better than Smithy BM.

Thanks for the feedback. I hadn't considered the impact of command cards. I have decided to try pricing it at 7 debt. That stops it being available  to command cards and acknowledges that it is better than Hunting Grounds in money games.

43
Study
Action
7 Debt

Draw until you have 8 cards in hand. If you already have another Study in play trash this.


Note - Modified to change the cost from $4 following feedback.


44
Weekly Design Contest / Re: Weekly Design Contest #168: Turkey Time
« on: November 11, 2022, 07:25:01 am »
Greengrocer
Action
$4

+2 Coffers

Gain a card costing up to $2 + $1 per Coffer you spend.


Notes
- A card that is to Workshop what Butcher is to Remodel, hence the food link.

45
Weekly Design Contest / Re: Weekly Design Contest #167: Monster Mash
« on: October 27, 2022, 06:36:54 pm »
Proscription
Project - Landmark
$5

Set aside card from the supply next to this costing at least $3 and place your project cube on it.
_________________________________________________________________________________________
When scoring -1VP per copy of a proscribed card you have that does not have your project cube on it.


Notes
- I wanted to make a landmark that was interactive in that players had a way of choosing which cards it applies to.
- There are not many landmarks that give negative points so I decided to do this.
- There is a similarity with Embargo, but I think this needs to cost significantly more as it retrospectively applies to cards your opponents already have.
- I hope this might encourage players to try different strategies so that they can proscribe a card their opponent's strategy is dependent upon.
- Multiple players can proscribe the same card. If they couldn't, I was concerned that boards with a dominant strategy dependent on a key card could be decided on who gets to proscribe it.
- The proscribed card has to cost at least $3. I was concerned that in games with no trashing, proscribing Copper would be a no brainer if there was no limit and Estates may also be too often the right move if the minimum was less than 3.

46

Needs to put Tokens on itself like Garrison. Otherwise, it'll count the +Buys you have at the start of your next turn, not when you initially play the card as intended.

Thanks for pointing that out.

47
Lumberjack
$4
Action - Night - Duration

If it's your Action phase +2 Buys $2. Otherwise add a token here per unused buy you have. At the start of your next turn, remove them for +1 Card each.


- I decided to make a card that allows you to turn unused buys into something else. The Night option allows you to turn unused buys into draw on your next turn.
- The action option is there because the card itself has to be a source of +buys to keep the Night part relevant in a kingdom with no other sources of buys.

48
Draw the player to your left to your hand.

FTFY.

49
Yeoman
Action
$5

Discard a card. If it is a Victory card gain a cheaper non-Victory card. Otherwise gain a Silver.


Notes
- This is inspired by Tournament and Baron. What I like here is the reward for discarding a Victory card. I find it really satisfying when I have built an engine that has allowed me to gain multiple prizes in a turn even though I only have one Province, or can get multiple Barons into play for payload even though my deck only has a single Estate. I wanted to make another card you could build a similar engine around.
- I also decided to pay tribute to Explorer and take some inspiration from it, as although it plays very differently and does very different things to your deck, it does superficially appear to be in the same family of cards.
- I added the clause that the gained card must not be a victory card because I was concerned about the possibility of draining the Province pile in Colony games.

50
Weekly Design Contest / Re: Weekly Design Contest #164: Read the Fine Print
« on: September 21, 2022, 03:32:08 pm »
Freshman
Action
$2

Discard your hand. +5 Cards
__________________________________________________
When you gain this each other player gains 2 Villagers


Notes and thoughts
- "Discard your hand. +X Cards" is becoming a more common mechanic in more recent sets but we haven't yet seen a sub $5 card that does this when played. I decided to go down this route.
- I decided to make a cheaper version of Scholar, which is where the name Freshman comes from. The thematic link made me think that the below the line clause should in some way link to University. That is why I decided to give other players actions.

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