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Messages - xyz123

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51
Weekly Design Contest / Re: Weekly Design Contest #163: Cleaning The Banlist
« on: September 13, 2022, 05:00:21 am »
Upcycle
Action
$5

Trash a card from your hand. Gain a card costing up to $3 more than it, that it shares a type with it.

Notes
- Replacement for Rebuild
- My objective to to stop the card having a monolithic strategy. To do this the card is now terminal and now trashes from your hand instead of digging through your deck. It now behaves more like the more traditional remodel family members.
- To keep the spirit of Rebuild, the price gap is still $3 so you can still turn Estates into Duchies and Duchies into Provinces, etc.
- To give something back to the card and to open up the scope of its use, it no longer just trashes and gains Victory cards. That restriction is now that the trashed and gained cards must share a type.

From the Allies Secret History: I also had an Expand that required the gained card to share a type with the trashed card. It only cost $4 and still wasn't exciting most games.

Thanks for the feedback. I have updated my original post with some updates. I have given the card some sifting ability to make it more interesting, which fits thematically with Rebuild.

52
Weekly Design Contest / Re: Weekly Design Contest #163: Cleaning The Banlist
« on: September 11, 2022, 05:43:45 am »
Upcycle
Action
$5

+2 Cards
Trash a card from your hand. Gain a card costing up to $3 more than it, that it shares a type with.
Discard 2 cards.

Notes
- Replacement for Rebuild
- My objective to to stop the card having a monolithic strategy. To do this the card is now terminal and now trashes from your hand instead of digging through your deck. It now behaves more like the more traditional remodel family members.
- To keep the spirit of Rebuild, the price gap is still $3 so you can still turn Estates into Duchies and Duchies into Provinces, etc.
- To give something back to the card and to open up the scope of its use, it no longer just trashes and gains Victory cards. That restriction is now that the trashed and gained cards must share a type.

** Following feedback I have added some sifting ability which also fits with Rebuild.

53
Weekly Design Contest / Re: Weekly Design Contest #162: You Can Trip at $5
« on: September 03, 2022, 11:43:49 am »
Savant
Action
$5

+1 Action

Gain a card to your hand costing up to $1 per differently named card you have in play minus the number of Savants you have in play.

54
Musician
Action - Entertainer
$3

$2

Look through your discard pile and put a card from it on top of your deck.

You may rotate the Entertainers.


Thespian
Action - Entertainer
$4

+1 Card
+3 Actions

Discard a card.


Illusionist
Action - Entertainer
$5

+1 Action
Name a card, then reveal the top card of your deck. You may discard it or put it back If you named it, +3 Cards otherwise +2 Cards



Director
Action - Treasure - Command - Entertainer
$6

If it is your Action phase play a non-Command Action card you already have in play, otherwise play a non-Command Treasure card you already have in play.


My go this week, the Entertainers
- Musician -The main thing here is a synergy with Illusionist so the pile gives you a way of choosing what your top card is.
- Thespian - Acting Troop gives 4 villagers so thematically this had to give a lot of actions. I think I have balanced it as a village that gives 3 actions.
- Illusionist - Originally I wanted to call this Magician but the word is too similar to Musician. I decided to use the guess your top card mechanic from Wishing Well and Mysitic but put a different spin on it.
- Director - A command card that allows you to play any action ro treasure card as long as you already have a copy in play.

55
Weekly Design Contest / Re: Weekly Design Contest #160: Two Base Cards
« on: August 15, 2022, 05:42:26 am »
Copper Mine
Action - Duration - Attack
$3

$1

At the start of your next turn +2 Cards. Until then when any other player plays a Silver or Gold, they gain a Copper.


My thoughts and reasons behind the card.
- Before thinking about the card I had been talking about a video game arcade I used to go to when growing up. That was called The Copper Mine, so decided that is what I wanted to call the card.
- Obviously such a card has to give out Coppers, but ways that are beneficial to the player are tricky. I then thought it could be an attack that gave out Coppers.
- To make it thematic I felt it had to interact with the other treasures. I had the idea of the effect happening when you play a Silver or Gold. Something different, that could impact strategy by being in the kingdom regardless of whether it is bought or not.
- The card is now a duration attack in the same family as Haunted Woods or Swamp Hag. The next question is what benefits will it give the player. o mix it up I decided to split the benefits between the current and next turns and to split them between draw and money. I also thought it would be thematic if the card gave $1 on the current turn when played.

56
Weekly Design Contest / Re: Weekly Design Contest #159: Some Nights
« on: July 30, 2022, 05:29:28 pm »
One for Allies.

Lychnobite
Night - Liaison
$2

Discard any number of cards from your hand. For each card discarded +1 Favor

57
Some Shelter equivalents for Empires.

Broker
$1
Treasure - Castrum

$2
___________________________________________
When you discard this from play take 4 debt tokens

Stall
$1
Reaction - Castrum

Whenever you gain a card you may reveal this from your hand and discard it for +1 Buy

Gatehouse
$1
Victory - Castrum

Worth 9VP if you have 1 Broker, 1 Stall and 1 Gatehouse.


Notes
- Gatehouse follows the Empires theme of promoting potentially unusual strategies. If you hang on to these three shelters they will also effectively be a Duchy each at the end of the game.
- Broker potentially gives you a Silver in your starting hand to potentially spike some better cards on turn 1 and 2. If you use it though you have to pay back double the debt.
- For the third card, I deliberately wanted a weak card that didn't do a lot but could allow for some tricks in the right circumstances.
- I deliberately avoided making an action card to limit the number of cards that would allow you to trigger Gatehouse's points by exiling the cards. With that constraint I though a Shelter-Treasure, Shelter-Reaction and Shelter-Victory gave a nice mix.

- Edit - Changing the types so they are not shelters. Giving the cards a new type instead of Castrum, which is a term for a Roman fort or camp.

58
Lumberjack's Camp
$4
Action

Choose one: +1 Card, +1 Action and add a Villager to the Lumberjack's Camp supply pile; or +1 Action, +1 Buy, +$1 and take the Villagers from the Lumberjack's Camp supply pile.


- I decided to go for something like a gathering card that used something other than VP tokens.

59
Weekly Design Contest / Re: Weekly Design Contest #156: When Gain
« on: June 30, 2022, 02:29:58 pm »
Training Grounds
Project
$6

Whenever you gain a card other than a Horse, gain a Horse.

60
Fast Track
Action - Reaction
$5

+1 Card
+1 Action
$1
_______________________________________________________________________________________________
When you gain an Action or Treasure card you may reveal and discard this from your hand to play the gained card.



- Not too happy with the wording for the reaction part. I tried to base it on Diplomat which also has a reveal and discard clause. I was worried though that if I copied the wording structure from Diplomat "then discard it" might not be clear if it means this card or the gained card.

61
Mystery Box
Artifact

At the start of your turn receive the next Boon.

Night Porter
Night
$2

Choose two: Gain a Horse; +1 Villager; +1 Coffer (The choices must be different).

You may discard a non-Victory card costing $2 or more to take the Mystery Box.
This is like as good as village for $2.

Thanks, I was comparing it to Pawn and didn't consider that.

62
Mystery Box
Artifact

At the start of your turn receive the next Boon.

Night Porter
Night
$3

Choose two: Gain a Horse; +1 Villager; +1 Coffer (The choices must be different).

You may discard a non-Victory card costing $2 or more to take the Mystery Box.

63
Entrepot
Action
$5

+2 Actions

Look at the top 4 cards of your deck. Put 2 of them into your hand and discard the rest.
_______________________________________________________________________
The player to your left names a card. You can’t buy that card this turn.


Notes
- A replacement for Contraband.
- Contraband is one of my favourite cards in Dominion. I love the sub-meta game it can introduce about which card to block. The problem is that the card itself isn't very good, so even when the card is in the kingdom you still rarely get the sub game that I really like. I therefore wanted to take the clause about blocking cards from being bought and put it on something else. I would like to see that clause on something you would want to potentially play multiple copies of. It brings a new aspect to the game. How many would you want to play?
- I had a look to see what Prosperity is currently missing. It is light on villages when compared to other sets. It only has two true villages (what I call cards that give 2 actions) and King's Court. Most large sets have three and then possibly another splitter. The Contraband clause on a village, particularly if it is the only village in the game could be very interesting.
- Prosperity also lacks a sifter, so I added a sifting element too.

64
Courser
$6
Action

+4 Cards
_____________________________________________________________________________________
When you discard this from play, you may Exile an Estate from your hand to put this on top of your deck.


Notes
- I thought of the exile an Estate clause and thought it could lead to some interesting decisions once your starting Estates are exiled.
- I decided to make a draw card as the one that you might want to topdeck.
- There aren't many official cards that draw 4, so there is room for another.

65
Weekly Design Contest / Re: WDC 151: Now or Later
« on: May 06, 2022, 01:42:05 pm »
Wayfinder
Action - Duration $4

Now and at the start of your next turn:

Look at the top 4 cards of your deck. Discard any number of them and put the rest back in any order.


-A duration deck inspector. Can this get away at 4 or does it need cost 5? I am comparing it to Navigator and Night Watchmen.

66
Weekly Design Contest / Re: Weekly Design Contest #150: Half!
« on: May 01, 2022, 11:03:44 am »
Cost reduction could also be a problem if it can make the cards you have played worth 0. Potentially you could go on forever. That would also be fixed by limiting it to once per turn.

67
Weekly Design Contest / Re: Weekly Design Contest #150: Half!
« on: April 26, 2022, 02:33:41 am »
Sexton
Action
$5

+1 Card
+1 Action

Trash a card from your hand
________________________________________________________________________________

When you trash this, +1VP per 2 differently named cards you have in play (rounded down)

68
Reclaim
Action
$5

$2

Trash a card from your hand. +1$ per $ it costs.
Play any number of treasures from your hand. You may buy a differently named card from the trash.

- A Remodel/Salvager mash up that allows you to buy cards from the trash. You can gain a more expensive card if you pay the difference in cost, similarly you can gain a cheaper card and pocket the difference.
- As you are buying a card from the trash it will trigger any on buy clauses.

69
Facilitator
$4
Action-Command

Play one of the set-aside cards leaving it there.
_________________________________________________
Setup: Set aside 3 unused Actions costing $2 or $3.

70
Another idea

Worker's Union
Ally

At the start of your turn you may spend at least 1 favor to trash a card from your hand. If you did, gain a card costing up to $1 per favor spent more than it.

"It" seems to refer to the cost of the trashed card, but the phrase "$1 per favor spent more" makes that unclear.

I'd suggest to echo Butcher, "gain a card, costing up to the cost of the trashed card plus $1 per Favor spent."

Thanks for the suggestion.

71
Another idea

Worker's Union
Ally

At the start of your turn you may spend at least 1 favor to trash a card from your hand. If you did, gain a card, costing up to the cost of the trashed card plus $1 per Favor spent.

-Updated the wording to explicitly say trashed card.

72
Deleting entry as too similar to Forest Dwellers. Will have another think.

73
Weekly Design Contest / Re: Weekly Design Contest #146: Contacts
« on: March 18, 2022, 05:01:29 am »
Retailer
Action - Liaison
$5

+ 2 Coffers

You may spend any number of Coffers. +1 Favor for each Coffer spent

- Upped the cost from $4 to $5 following feedback.

74
Variants and Fan Cards / Re: Destroy my really bad fan card
« on: March 11, 2022, 05:59:37 am »
Just swap the amounts around on Poor House.

Poor House
Action
$-1

+$1

Reveal your hand. $4 per Treasure card in your hand. (You can't go below $1).

75
Way of the Drunk
Way

+1 Action

Turn your deck over so it is face up and your discard pile over so it is face down. Your deck is now your discard pile and your discard pile is now your deck.

- Could have some interesting interactions with deck manipulation cards as this turns previous top decking into discarding and discarding into putting cards on the bottom of your deck.

This has the problem that the order of your discard pile now suddenly matters. It should either make you shuffle your discard pile or arrange it in any order.

Thanks. Didn't think of that.

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