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1
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: Today at 01:56:41 am »
1. One other pro to Cabal is that it can't be drawn dead.

Yes it can. You can only topdeck one per turn, so if you draw multiple Cabals with no other Night cards, all but one of them was drawn dead.

True. I was thinking of the case where you only one Cabal, that it couldn't be drawn dead.

Interestingly, if you had 3 of them, you would be able to top deck 2 of them. (of course, outside of other effects, top decking two Cabals means you'd only draw three other cards)

Yeah, I just realized that what I said about all but one of them being drawn dead is wrong. You can actually always topdeck all but the first one played if you get multiple. My point that one can get drawn dead still stands, of course.

2
Variants and Fan Cards / Re: Kru5h's card ideas
« on: Today at 01:29:20 am »
King Midas


Using "instead" here has confusing ramifications. I think it should say "...when another player plays an Attack card, they trash it and gain a Gold instead of following its instructions." King Midas should also definitely be an Attack itself. And there being multiple King Midases (since he's a Kingdom card) is kinda weird lore-wise. I would suggest the name "Cursed King."

I personally don't like blind trashing (that's why Lookout is currently my least favorite card in the game), but the fact that it gives you a Gold in exchange more than makes up for it. I like it more than Bookstore, personally.

3
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 26, 2019, 11:27:41 pm »
1. One other pro to Cabal is that it can't be drawn dead.

Yes it can. You can only topdeck one per turn, so if you draw multiple Cabals with no other Night cards, all but one of them was drawn dead.

4
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 25, 2019, 10:18:39 pm »


That seems way too powerful, especially in the late game. I would've priced that at .

5
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 25, 2019, 10:15:37 pm »
Here's my entry. part of a set i'm working on that emphasizes non-attack player interaction.
Gossip - Action-Duration - $3
Until the end of your next turn, Villagers can be removed from Villagers mats during their owner's Action phase for +1 Action each or +1 Card each. This card affects all players.


link to card creator image bc i can't remember how to resize images using phpbb syntax

This helps your opponents more than it helps you because they didn't have to play it or buy it. The only reason you'd buy it is if you were the only one obtaining Villagers, which is very unlikely.

kinda - you get the bonus during your current turn and your next turn, which balances it out a bit imo

Ah, I misread it as only affecting your current turn. That makes it a bit more balanced, but it still has the issue naitchman pointed out-it's completely useless without a source of Villagers, and giving it +Villagers to fix that issue would disqualify it.

yeah thats fine - its a card whose utility depends on its kingdom, same as Moat when theres no attacks, or a lone potion-cost card in an otherwise potionless kingdom. Its there to make the games where it does fit more interesting.

Except that both of those do SOMETHING at least. You might buy a lone potion-cost card if it's good enough, and Moat still gives you 2 cards. Gossip does literally NOTHING if none of the just 8 sources of Villagers are being used.

6
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 25, 2019, 08:29:05 pm »
Here's my entry. part of a set i'm working on that emphasizes non-attack player interaction.
Gossip - Action-Duration - $3
Until the end of your next turn, Villagers can be removed from Villagers mats during their owner's Action phase for +1 Action each or +1 Card each. This card affects all players.


link to card creator image bc i can't remember how to resize images using phpbb syntax

This helps your opponents more than it helps you because they didn't have to play it or buy it. The only reason you'd buy it is if you were the only one obtaining Villagers, which is very unlikely.

kinda - you get the bonus during your current turn and your next turn, which balances it out a bit imo

Ah, I misread it as only affecting your current turn. That makes it a bit more balanced, but it still has the issue naitchman pointed out-it's completely useless without a source of Villagers, and giving it +Villagers to fix that issue would disqualify it.

7
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 25, 2019, 06:42:14 pm »
Sanctuary got an update. It now gives you up to three out of four cards. This buff is not as big at it seems (because this is a terminal action and still sifts 4 cards), but this makes it more playable in Big Money. I rather wanted to have a mediocre card (like Patrol and Oracle) instead of a bad one (like Harvest and Adventurer). Note, that the gained Silver makes this eventually slower than Hunting Grounds.



It should say "...you may reveal it to gain a Silver to your hand." See Tunnel. This is because if you discard multiple cards, such as with Cellar, only the one on top is visible to the other players.

8
Variants and Fan Cards / Re: Wording Challenge: Planetarium
« on: June 25, 2019, 03:26:59 pm »
you've got a player honesty issue with it specifically having to be an action card you set aside, so you can trim that.

It always reveals the set aside Action in the end even if the player to your left doesn't have you reveal it. There's no honesty issue.

9
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 25, 2019, 12:45:44 pm »
Here's my entry. part of a set i'm working on that emphasizes non-attack player interaction.
Gossip - Action-Duration - $3
Until the end of your next turn, Villagers can be removed from Villagers mats during their owner's Action phase for +1 Action each or +1 Card each. This card affects all players.


link to card creator image bc i can't remember how to resize images using phpbb syntax

This helps your opponents more than it helps you because they didn't have to play it or buy it. The only reason you'd buy it is if you were the only one obtaining Villagers, which is very unlikely.

10
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 25, 2019, 11:03:46 am »
Not to mention that its best option also only stacks up to N times (N being player count) at best, whereas Platinum stacks up to as many Platinums as you have (which is at most 12, instead of at most 6).

Like I said in my original post, there's no limit on how many DE you can play on your turn (assuming there are at least 2 spoils in the supply or in your hand). You can keep reusing the same spoils:
with a hand of 5 DE

Play DE (get 2 spoils)
Play 2 spoils (return them to supply)
Play DE (get 2 spoils back)
Play 2 spoils (return them to supply)
Play DE (get 2 spoils back)
Play 2 spoils (return them to supply)
Play DE (get 2 spoils back)
Play 2 spoils (return them to supply)
Play DE (get 2 spoils back)
Play 2 spoils (return them to supply)

In retrospect, I guess it's obvious why there's no +buy (wouldn't qualify for the contest  ;))

Oh, yep, you're right. Sorry, brainfart.

11
Variants and Fan Cards / Re: Kru5h's card ideas
« on: June 24, 2019, 10:44:26 pm »
It really annoys me that Shield has the paying effect after a separating line even though neither of the other payment cards do. None of them should.

I agree with you, but I tried it without the line and it looks like a wall of text. There's no logical reason for it, but makes the card look better.

I tried it out in the image generator I normally use (linked in my sig, using the Shard's GitHub version) and it looks much better without the line, IMO (also, we have official cards like Prince and Possession. Shield is nothing). It's also just confusing to have it be inconsistent.

12
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 24, 2019, 10:37:20 pm »
Yeah, $8/8D is too high of a cost. I just started there to be on the safe side, but I think I can get away with starting testing at $8/4D. If this were to be a pure coin cost I'd put it at about $11. I don't know what that equates to with $8 coin and some tacked on debt.

Anyways, I appreciate all the feedback so far. You've both given me some stuff to think on.

is actually the same price I would have suggested without debt involved. I think that generally is equivalent to around $3.5 (based on Engineer) and is equivalent to somewhere in the range of $6.5 to $7, regardless of how many are also in its cost. So I think is equivalent to around or $11.5-ish.

13
Variants and Fan Cards / Re: Kru5h's card ideas
« on: June 24, 2019, 10:01:38 pm »
It really annoys me that Shield has the paying effect after a separating line even though neither of the other payment cards do. None of them should.

14
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 24, 2019, 09:54:54 pm »
CHALLENGE #34 - NO VANILLA SUBMISSION:



I'm not sure if it's clear, but the condition for gaining a Wish is not gaining 2 Spoils. Even if you only gain one Spoils due to that pile running out, you still gain a Wish.


Quote
When you play this, gain 2 Spoils from the Spoils pile to your hand. If you can't, gain a Wish from the Wish pile.
-------------------------------------------------------------------------------------------------------------
Setup: Only add 2 Spoils per player to the Spoils pile.

This seems extremely weak for its cost. It can either effectively produce immediately, gain two one-shot Golds that you could save for later, or gain a Wish, which later returns itself to the Supply for an on-demand -cost. All 3 options are terrible for a card that costs a literal fortune.

Hmmm. I'm trying to figure out what this should cost. Like you said it has the option of producing $6 which makes it strictly better than platinum. The other options should give it a small bump in price. Keep in mind, unlike with fortune you could buy multiples of these and use them effectively (play 2 spoils, play dragon egg, repeat).

One of the problems is this card can be overkill in many games. At least all platinum games have colonies too which makes getting that extra coin important. Fortune comes with a +buy which is important if you're gonna have a load of $. You have to forego a province for each DE you get which then begs the Q if it's really worth it in the long run if provinces are your real goal (in non colony games at least). A +buy would definitely help this. Maybe also, instead of gaining a wish get the benefit right away (gain a card costing up to $6) but then only make it if you gain no spoils (or else you can gain spoil and gold which is better than 2 spoils).

It would need to be playtested but I wouldn't be surprised if with a +buy this could be priced right as it is (or maybe a little less debt). Keep in mind that this could be bought right away unlike with fortune (which has gladiators on top) and can be used multiple times each turn.

Adding +1 Buy and + to Platinum still wouldn't justify pricing it at , even with the other options (especially since that's by far the best option). Not to mention that its best option also only stacks up to N times (N being player count) at best, whereas Platinum stacks up to as many Platinums as you have (which is at most 12, instead of at most 6). would be a reasonable price, though (although that's with the Buy; without the Buy I'd price it at ). As it is currently, it makes Scout look good, IMO.

15
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 24, 2019, 09:27:04 pm »
CHALLENGE #34 - No Vanilla Bonuses Submission:

Quote
Consul
Type: Action
Cost: $4

Trash a card from your hand. The player to your left chooses an action card costing more than it for you to gain and play.


Seems like I only submit cards that involve some sort of trashing! My favorite interaction cards are ones like Contraband, Advisor, and Envoy. So, here is a sorta upgrade variant in that vein! I will say this card nicely has some cool synergy with alt-cost cards without having to spell them out, and I like that. You can get your opponent to consul you into upgrading an engineer into a fortune if those are the only debt-cost cards on board. You can always turn your golds into possessions. Good advice! Of course, watch out, your opponent might consul you to bring in more consuls and force you to trash something in your hand you don't want to, like a card that no action card that costs more!

Of course the losing track rule can make you not be able to play the card. I'm open to any feedback. I wasn't sure exactly the best way to phrase "gain and play."

Fortune is a Treasure, so you they wouldn't be able to choose it.

I'd also be concerned for lots of pedantic type issues:
choosing a card not in the game
choosing a card not in the Supply (e.g. Madman)
choosing a card from the middle of a pile (e.g. Knights, Spilt Piles, etc)
gain is usually to discard, so you're playing from there, but some cards gain to other locations

So, a possible rewording that hopefully covers all this might be:

Quote
Trash a card from your hand. The player to your left names a visible Action card from a Supply pile costing more than it. Gain it to your hand, then play it.

Alternatively, if you don't like "visible", you could opt for "from the top of a non-empty Supply pile".

I don't think you need the "visible" part. BoM only specifies from the Supply, but you can't choose Crumbling Castle when Humble Castle is on top, or Sir Martin when covered by other Knights. Only the top card is "in the Supply."

16
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 24, 2019, 09:08:49 pm »
CHALLENGE #34 - NO VANILLA SUBMISSION:



I'm not sure if it's clear, but the condition for gaining a Wish is not gaining 2 Spoils. Even if you only gain one Spoils due to that pile running out, you still gain a Wish.


Quote
When you play this, gain 2 Spoils from the Spoils pile to your hand. If you can't, gain a Wish from the Wish pile.
-------------------------------------------------------------------------------------------------------------
Setup: Only add 2 Spoils per player to the Spoils pile.

This seems extremely weak for its cost. It can either effectively produce immediately, gain two one-shot Golds that you could save for later, or gain a Wish, which later returns itself to the Supply for an on-demand -cost. All 3 options are terrible for a card that costs a literal fortune.

17
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 24, 2019, 08:37:13 pm »
Sanctuary
Type: Action Reaction
Cost: $5

Look at the top 4 cards of your deck. Put up to 2 into your hand. Discard the rest.
-
When you discard this other than during Clean-up, you may gain a Silver into your hand.



The normal language Dominion uses is "gain a Silver to your hand." For example, Artisan.

Not sure if a conditional +2 cards +$2 is worth 5. Especially since it is only a +2 the first one you buy. And it requires you to not be able to play a 5-card cost to get the silver gain. I do love the self-synergy, it's pretty interesting!

Best 2 of 4 is around the same strength as a Smithy in my opinion. Because of that and the self-synergy, I'd say it would be worth . It might be on the weak side, but they can't all be the best .

18
Variants and Fan Cards / Re: Contest #34: No Vanilla Bonuses
« on: June 24, 2019, 06:25:25 pm »


Is it okay that I came up with this half a month ago? Or should I submit something brand new? This has been mildly playtested (only 3 or 4 different sets though, so barely), if that influences things.

19
Variants and Fan Cards / Re: Kru5h's card ideas
« on: June 22, 2019, 11:12:45 pm »
Installment is really cool, but as worded it enables unlimited Buys and doubles your overall Coin value. I don't believe this is how you intend the card to function as this would be like Fortune but on steroids.

I'm not sure what you mean. It plainly states to gain a card, meaning only one. How can you get infinite buys?

As the payment cards are worded, you can use Installment's effect any number of times, which allows infinite pseudo-buys. It should say "Once this turn, during your Buy phase..."

20
We already have Black Market and Potion.

1. Travelling Shop isn't based on luck like Black Market is, and allows acquiring multiple copies of the same Item.
2. Potion doesn't add any extra Kingdom card piles, can only be used once (you can buy multiple Items with one Travelling Shop; you can't buy multiple Potion-costers with only one Potion.)  On the other hand, you can't remodel cards into Items, not even Items into Items. You can, however, remodel Potion-costers into other Potion-costers. Potion is also useless if you don't want Potion-costers; Travelling Shop gives a buy and a coin, which can help towards buying cards that aren't Items.

This isn't redundant to Black Market or Potion at all.

21
Dominion General Discussion / Re: The bad luck thread
« on: June 22, 2019, 10:13:09 pm »
Another reason the Mountain's Gift sucks:

C buys and gains a Blessed Village.
C takes The Mountain's Gift.
C receives The Mountain's Gift.
C gains a Silver.
Cargo Ship loses track of Blessed Village (it was covered up).

You could have just choosed to receive the Boon next turn instead of immediately...

22




This shop sells items that you won't find anywhere else, but it won't stay in one place for very long, so make sure to buy those rare goods when you can!

This is a card with a unique setup instruction that adds 4 new cards to the Kingdom, but the only way to acquire them are by playing a Travelling Shop and buying them. It was made for a fan expansion that I'm working on whose main themes are card combos and Duration cards that stay in play until a certain condition is met. We've played two games with it so far, although they were both the same set.

23
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 22, 2019, 04:39:39 pm »
Should we have Fragasnap be the new host if Chappy7 doesn't respond soon?

24
Variants and Fan Cards / Re: Wording Challenge: Planetarium
« on: June 22, 2019, 02:40:21 pm »
I don't think it would take long to resolve if the player to your left makes a quick decision, while it can cause analysis paralysis and is extremely wordy, I think it could work.
I might be back for a while. It's been months since I posted last.

Okay, I guess I'll keep it around, then. I will, however, drop it from my fan expansion because said expansion already has a Throne Room variant and Planetarium doesn't really fit in with the other cards in it.

25
Variants and Fan Cards / Wording Challenge: Planetarium
« on: June 22, 2019, 01:47:27 am »


So this is a Throne Room variant for a fan expansion that I'm working on. The idea is that you bluff and claim to be throning an Action card as something it may or may not truly be. If the player to your left calls your bluff, then if they were correct, you just downgrade the card you set aside. If they were wrong in calling you out, however, it turns into a King's Court. On the other hand, if you player to your left decides to believe you, you throne the set aside card as if it were what you claim it is. The problem, of course, is that its text is an essay that makes even Prince and Native Village look short-winded.

EDIT: On second thought, I can easily predict that this would take nightmarishly long to resolve. How can I delete this thread? (And if I can't, could a mod please do so?)

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