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Messages - Gubump

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Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: Today at 01:24:53 am »
This is a bit crazy idea I am struggling to formulate. An Event which has a card to the other side

$4 - Event
Trash a Treasure card costing $3 or more. If you did, flip this over and gain this.
$6 - Action - Attack
+1 Action  +2 Cards  +3 Spoils
Each other player trashes a non-Victory card from hand costing $3 or more, or reveals their hand if they can't.
When this is discarded from play, flip it over and leave available as the Lair event.

Am I correct in assuming there's only one copy of this? If so, this gives too strong an advantage to the first player imo, since they'll be more likely to have the first opportunity to get the Dragon.

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: September 23, 2020, 11:43:16 pm »

Clock starts out on the first side. When you take the Clock, it stays on whichever side it's on. If you take it while it's on the second side, you won't be able to trigger its effect until the next turn (unless you turn it over with the Clockmaker) because "the first time you play an Action card" will have already passed this turn by then.

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: September 23, 2020, 10:58:06 pm »
Master should have the Attack type. As worded currently, the opponents being affected by the Attacks are also the ones playing them, which means that there's no way to block the attack.

Variants and Fan Cards / Re: Tales & Stories: Some "simple" cards
« on: September 15, 2020, 12:25:14 pm »
Hunter: "You may play an Action card from your hand" is effectively the same as +1 Action (except if you have Diadem). Hunter is actually a Necropolis regardless of the terminality of the played card (play a non-terminal, and you have 2 Actions remaining, same with Necropolis. Play a terminal, and you have 1 Action left, same with Necropolis).

Merry Men: As currently worded, this will always Exile the played card (unless the played card is a one-shot). This is because "Exile it if you have any copies of it in play" triggers after having played the card, at which point the played card will be a copy you have in play. My suggested wording: "You may play an Action card from your hand. If you do, Exile it if you have another copy of it in play." That said, even if this card worked as intended, this is a Lab that gives +1 Buy in exchange for a major drawback, at the same price as a Lab. The drawback is too severe to make up for a measly +1 Buy.

A Duration card that can stay in play for more than two turns, but isn't guaranteed to stay out forever.
A Treasure - Action.
A card that uses both Villagers and Coffers.
A card with a while-this-is-in-play effect.
A Militia variant.
A card that gives you at least +2 Buys and makes you want to use all of them.
Make me skip King's Court.

Variants and Fan Cards / Re: Fly-Eagles-Fly's fan cards
« on: September 02, 2020, 12:45:24 am »
Scientist's +2 Cards should be before the +1 Action, not after.

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: August 31, 2020, 07:17:35 pm »

An alt-vp that lets you grab some on-gain spirits.

This seems way too easy to make it worth 3 to cost just (also, since it has an overpay effect, it should cost , not ).

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: August 30, 2020, 10:18:37 pm »
Possible outlier openings in a standard game are:
ē this + 4 copper / 2 copper 3 estates / one copper remaining (4/2)
ē this + 3 estates + 1 copper / 5 copper (1 / 8 )
and then various flavors in-between.

The setup says to add a copy to your opening hand, not replace one of the cards in your opening hand with it. Your examples should be 5/2 and 2/8.

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: August 29, 2020, 09:59:29 pm »
Thank you!

I'm going to be out of town during Labor Day weekend, so if I judged the next contest, I'd have to push back the judging until at least Monday, and probably Tuesday. Would that be a problem?

sounds reasonable to me. weve had contests go long before

Yeah, if this contest was truly weekly, we'd be on contest #102 by now. You're fine.

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: August 27, 2020, 09:40:46 pm »
What about: "For each non-Victory card in excess of 3 copies"?

That would make it so that 5 Scouts reduces the of Bale by 2. Which I'm pretty sure isn't what LordBaphomet intends.

Variants and Fan Cards / Re: Batch of new cards
« on: August 27, 2020, 03:22:19 pm »
Here's my first batch of new ideas since getting back on here, is it better to have a new thread for a new group of cards, or just add them to my page/thread? Anyway, here's some cards.

No name yet
$3 Action-Duration
During this turn and next turn, you may spend a coffer for +1 Buy.
While this is in play, when anyone gains a card costing $5 or more, +1 Coffers.

This scales too much with player count, IMO.

$4 Action-Reaction
+3 Cards
Discard 2 cards.
When you gain a card during your turn, you may reveal this from your hand to play a card from your hand.

1. The reaction, as worded, technically allows playing Victory cards, even if that wouldn't do anything. It should probably specify "an Action card from your hand."
2. There's nothing preventing you from repeatedly revealing the same Ram over and over again to play every card in your hand. All official Reactions either have effects that don't stack (such as Moat and Watchtower) or remove themselves from your hand when reacting (such as Beggar and Horse Traders), because there's no rule preventing you from reacting with the same copy of a given reaction over and over again.

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: August 24, 2020, 06:29:56 pm »
That updated version of Canary doesn't seem to fix the infinite loop. The Treasurer gets set aside and then returned to play when you play it again.

Yup, done it again haven't I. I had it discard the card after being played but the text becomes tiny no one can read it. It should be replay it and set it aside in that order so that it's no longer in play I think

That wouldn't work because it wouldn't get set aside until after you've finished playing it.

My suggestion would be to make it just say "once per turn, when you trash this..."

Variants and Fan Cards / Re: Card updating contest
« on: August 19, 2020, 04:21:31 pm »
Sounds interesting to me.

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: August 19, 2020, 03:14:00 pm »
ďOkay, overall, all these choices seem to average around , so thatís what it should cost.Ē

Ironmonger also shows that this averaging-the-effects method doesn't necessarily make you arrive at a correct price. Depending on what it reveals, Ironmonger is either a Village+ (), a Peddler+ (), or a Lab+ (), which averages out to , which is higher than its cost (this is because you don't have full control over the effect, and the strongest effect is also the rarest).

When you just get to directly choose which effect your card has, then it has to cost at least as much as the maximum "effect-cost." In the case of Wager, you could just choose to always use the Lab- () effect, so it has to cost at least , even without the strictly-better-than-Village comparison. I'd even argue that Wager should actually cost , since Lab with is probably worth , and Wager is strictly better than that, enough so to probably cost .

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 07, 2020, 12:22:21 pm »

Event - $0
Trash an Action card and a Treasure card from play. If you did, gain a Gold.

Basically an amalgam of Quest and Animal Fair. Trashing from play rather than from hand makes it both more accessible and more costly

It is a cheap Bonfire. Use this to draw Militia 100% on turn 3 or 4. Use this to trash Necropolis on turn 1 or 2. Feed Rats!

Seems to make boring games too much.
I agree that this is better than Bonfire in Shelter games. And obviously it is also decent to get rid of Ruins.

But in all other situations, which makes up the huge majority, it is totally unrelated to Bonfire and cannot only be used very situationally (how often do you wanna waste a Buy and kill an Action to DoubleMine a Copper into a Gold?) to thin.

Another problem is that as worded, Amalgam lets you trash other people's Duration cards because it just says "from play," not "that you have in play."

Variants and Fan Cards / Re: Revised versions of published cards
« on: May 05, 2020, 06:00:17 pm »
I like Jungle Explorer better than Swashbuckler. The coin token mechanic with Swashbuckler seems arbitrary to me (same with the discount on Fisherman), but Jungle Explorer earns her coffers and villagers. What is this card from?

It's an outtake from Renaissance, which evolved into Swashbuckler. It's in the Secret History.

Cost $3 - Action
Reveal cards from your deck until you reveal 3 cards that cost $3 or less. Discard the other cards, then choose one: Put them in your hand; or Trash one and discard the others.
I don't remember where I got this card, except that it isn't mine. If you remember where you've seen it before, let me know.

It's ben_king's Hoarder.

Variants and Fan Cards / Re: Contest #69: Pseudo-terminal
« on: April 15, 2020, 07:18:02 pm »

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: April 14, 2020, 01:32:16 pm »

Substantially edited thanks to pubby setting me straight. Discard is now optional and selected by opponent (potentially setting up some tortured decisions), and the cost has been reduced to $3.

This shouldn't be an Attack anymore.

I thought about it before I reposted, believed I could argue either side (still do), and wanted Reactions to play. That said, out of respect for your opinion (Iíve been reading this blog for a while and do respect it), I have removed the Attack type. Thanks a bunch for your input.

Well, it's optional, so it's like making Vault an Attack. And it would make Champion and Lighthouse harmful because you wouldn't be able to discard to it if you had a Lighthouse or Champion in play.

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: April 14, 2020, 12:40:52 pm »

FAQ: Rules for highest cost use the FAQ for Chariot Race (including the rule that if you tie, you lose). If no other player reveals a card, your card cost the most (you win).

Substantially edited thanks to pubby setting me straight. Discard is now optional and selected by opponent (potentially setting up some tortured decisions), and the cost has been reduced to $3.

This shouldn't be an Attack anymore.

Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: April 09, 2020, 12:45:02 pm »
This works like Sheepdog, which is allowed in the rules post, so you should be fine.

I actually don't follow how Sheepdog is allowed. The rules state:

The pseudo-terminal effect should be with respect to playing the card, not gaining, buying, or trashing the card...

On play, Sheepdog is always terminal.

Not if you play it using its Reaction.

Smithing Tools by X-tra
Really cool card. This little guy can draw a ton of cards if enough are in play, but I'm not sold on the player interaction bit. It seems like you'd want to play them regardless unless you didn't have enough +Actions to begin with. Personally, I'd prefer if this only counted your own Smithing Tools in play and leave the player interaction to controlling the split (like Fool's Gold). Good card nonetheless.

Hey, thanks a lot! Iíve been trying to limit the amount of words on my suggested cards for the past couple contests so that only the ďbigĒ font is used. Seems like itís been doing well for my cards. And uhhh yeah Iím a big sucker for player interaction, be it direct or indirect, and I know this tanks some of my entries. But I canít help it hahahaha! :D
Thanks again for the kind comments!

Speaking of player interaction, let me repeat the same mistakes I keep doing once more with my card for this weekís challenge:

A little reminiscent of Tribute, donítcha think ? But hey, at least it doesnít discard other playersí revealed cards, so thatís not as annoying, I suppose. Also, you get a nice consolidation price of if ya donít reveal anything good (or anything at all, for that matter).

Since this card scales to be much better the more players there are, do you guys believe that this effect should only reveal cards from the player to your left?

I have a similar card that I posted a while back that plays cards from your opponents' hands, and it was fine that it scaled with more players, and it's one of my most play-tested cards. That said, it revealed more cards and cost , so this could probably be cheaper and stronger.

Variants and Fan Cards / Re: Collecting Ways
« on: April 07, 2020, 11:01:50 pm »
My Parrot is a bit more limited:
Way of the Parrot
Follow the instructions of the earliest Action you played this turn that doesn't cost more than this and is still in play.
No replaying a starting Grand Market with a Chapel. 'Earliest Action' I hope makes sense?
Edited ('replay' to 'follow the instructions of') to avoid infinite loops, thanks Gubump.

This doesn't avoid infinite loops. I have my - Cost token on Captain. After playing Captain, I play a Laboratory, using Way of the Parrot. Parrot follows the instructions of Captain, playing a card costing from the Supply, using Way of the Parrot to follow the instructions of Captain, ad infinitum.

Easier infinite loop: I play Overlord, then play any other Action ( doesn't cost more than, say, ), and do the same thing as with Overlord).

That said, the second example also shows that costs other than in break Parrot. You could play King's Court as an Overlord or as a Possession. Of course, the second example isn't actually useful unless you have an Adventures token on Overlord, or some card costing up to in the Supply.

Variants and Fan Cards / Re: Card Type Concept: Tools
« on: April 07, 2020, 05:18:01 pm »

This should probably cost . Since it doesn't take an Action and can't be drawn dead, it compares favorably to a reaction-less Market Square.

This is WAAAAAAAAAAAYYYYYYYYYYYY too powerful. +3 Cards discard two cards is roughly the same strength as +2 Cards IMO. So this is basically a Witch that, instead of giving out Curses, gives out Curses that are way, way harder to get rid of AND that Militia you every time they're drawn. And note that since Broken Sword can be drawn and thus played during your turn, not just during Clean-up, the Militia effect is actually stronger than a regular Militia effect. Imagine drawing your deck and having a Broken Sword as the last drawn card. AND it's a Smithy when the Broken Swords run out, instead of a reaction-less Moat.

Battalion is too powerful at any cost, let alone the same cost as a card it completely outclasses.

Variants and Fan Cards / Re: Card Type Concept: Tools
« on: April 07, 2020, 05:00:45 pm »

I agree with most of what you said, but I disagree with Sage's digging being "way better than Farming Village's digging." Farming Village gets stronger once you start greening, whereas Sage's gets worse. I agree that Sage's digging is better in the early and mid-game, but Farming Village's is better in the late game, since it ignores your Provinces/Colonies instead of drawing them and nothing else. And all of this is assuming there's no trashing. If there's heavy trashing, then Sage fairly quickly becomes a useless cantrip.

Variants and Fan Cards / Re: Collecting Ways
« on: April 07, 2020, 04:50:27 pm »

As worded, this counts copies other players have in play. I'm not sure if that's intentional, but it probably shouldn't because it can easily become too overpowering in multiplayer.

This should probably be limited to non-Victory Supply piles, as it can lead to a stalemate if placed on the Province pile.

Isn't this strictly worse than Way of the Pig, since Pig is always a cantrip instead of a conditional one?

As worded, this allows infinite loops, since you can keep using Way of the Parrot on the card played with Way of the Parrot. Sure, that infinite loop is only useful with the tokens from Adventures, but it's still worth rephrasing to avoid that. I would recommend this wording: "Play a non-Command Action card that you have in play without using a Way, leaving it there."

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