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Messages - Gubump

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1
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 07, 2020, 12:22:21 pm »

Quote
Amalgam
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."

2
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.

3
Quote
Shoveler
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.

4
Variants and Fan Cards / Re: Contest #69: Pseudo-terminal
« on: April 15, 2020, 07:18:02 pm »

5
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 (I’ve 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.

6
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: April 14, 2020, 12:40:52 pm »
THIS REPLACES THE VERSION ABOVE





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.

7
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:

Quote
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! I’ve been trying to limit the amount of words on my suggested cards for the past couple contests so that only the “big” font is used. Seems like it’s been doing well for my cards. And uhhh yeah I’m a big sucker for player interaction, be it direct or indirect, and I know this tanks some of my entries. But I can’t 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 week’s challenge:



A little reminiscent of Tribute, don’tcha think ? But hey, at least it doesn’t discard other players’ revealed cards, so that’s not as annoying, I suppose. Also, you get a nice consolidation price of if ya don’t 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.

8
Variants and Fan Cards / Re: Collecting Ways
« on: April 07, 2020, 11:01:50 pm »
My Parrot is a bit more limited:
Quote
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.

9
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.

10
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.

11
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."

12
a Duchy purchase you might regret... (the turn before he had hit me with 4 of them for a province, too!)

e achète et reçoit un Duché.
i réagit avec un Chat noir.
i joue un Chat noir.
i pioche 2 cartes.
e reçoit une Malédiction.
i réagit avec un Chat noir.
i joue un Chat noir.
i pioche 2 cartes.
e reçoit une Malédiction.
i réagit avec un Chat noir.
i joue un Chat noir.
i pioche 2 cartes.
e reçoit une Malédiction.
i réagit avec un Chat noir.
i joue un Chat noir.
i pioche 2 cartes.
i défausse 4 Chats noirs.

Would anyone mind translating this to English?

13
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: April 06, 2020, 02:16:08 am »
Which actually is another reason it’s not as strong as Fugitive and doesn’t matter if it’s cheap.. because only the first one you play each turn is a Fugitive... the rest are cantrips that do nothing at all.
You cannot make unconditional statements about Climber. One Climber could lead to several Fugitive effects in a row, one Climber could be a mere cantrip, one Climber could re-take the Rope after you were forced to return it in the very same turn.

The key question is rather: how often will one Climber in your deck allow you to sift on average? I think it is larger than one (=1 would suffice for a price of $5 as well), hence a price of $5.
The only counterargument I see is that Climber underperforms in junky decks, i.e. at the very moment when you need a sifter most.

Of course the problem of making this more expensive is that the likelihood of the Fugitive effect occuring decreases. So at a price of $2 it is undercosted and should be a $5 ... but at $5 the effect never occurs so it is underpowered.
I don't wanna diss the card but due to this feedback effect between price and power level, I don't think that the idea is salvagable. Of course I could be wrong and this might totally work at $3 or $4.
Just take the +1 Card off the Climber. That way you have to activate its ability twice in order to get a fugitive effect.

That would be a first-turn Dungeon effect, not a Fugitive effect, because you'd have to discard two cards.

14
I trashed a Colony using Scrap so that I could get +1 Buy and buy the last two Lost Cities, resulting in a 3-pile ending and winning the game. If I trashed anything else in that hand, I either wouldn't have had or wouldn't have 2 Buys.

15
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: April 03, 2020, 04:42:28 pm »


1. You left out the "m" in Climber.
2. "Take" and "Rope" should both be capitalized.
Typos aside, this is my favorite entry so far.

16
Variants and Fan Cards / Re: Contest #68: $2 Cost
« on: April 03, 2020, 01:22:20 pm »


Slower at getting rid of your cards than Chapel, but is useful much later in the game since it can get rid of your Victory cards without losing any of their VP.

17
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: April 03, 2020, 02:18:04 am »
If you don't like that my card has rules that explain how it is meant to work, like all official cards, well, duh?  :o

In my playing group, nobody would interpret this card wrongly (as opposed to Torturer, which is a card that is counterintuitive and was often misplayed before it got the explicit 2nd edition wording that specified that you can pick an option which you cannot execute). Not everybody is as obsessed with the rules as you are, some folks use common sense. And card designers also care about other stuff, like keeping wordiness in check, especially on cards which are already far too wordy (that's a far bigger issue). And above all, how interesting, balanced and fun to play a card is.

It is common sense to think that a card would work like every other card in Dominion. Torturer, Native Village, Charm, Lurker, Pawn, Steward, Courtier, Nobles, Squire, Count, Amulet, Miser, Wild Hunt, Treasurer and Governor all work one way. Yours works the opposite way.
Not really, it works totally fine. If you want it to. If you are direly and myopically set on finding rule issues, well, then naturally it does not.

Torturer might be official but it is extremely counterintuitive. As I already said, my playing group would immediately get that the VPs are a punishment which you is not avoidable. They would also play Torturer wrong or at least ask (I own the first version).

I totally agree that my wording is officially wrong. But it is far mor intuitive than Torturer and as I don’t play with robots that kinda matters.

Sure, YOUR playgroup may find Torturer counter-intuitive and assume correctly that your card functions the opposite way of every other card just because you said so, but literally nobody on this forum agrees with you or your playgroup. Contrary to what you seem to believe, the world doesn't revolve around you and your playgroup.

I'm beginning to wonder why you even bother posting your cards here when you absolutely refuse to ever take any feedback and seem adamantly dead-set on setting every card you make in stone.

18
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: April 02, 2020, 07:16:02 pm »
Note the suggesting isn't you can't make this card work the way you want, just that the wording should be different.
I don't do dubious cards with a giant wall of text without thinking about the wording. This card needs to be more word-compact, and so far I failed at that. Making it even more wordy is totally out of the question, then it would be even more ripe for the bin than it already is due to its wordiness.
To people like GendoIkari there is only one criterium. But the real world is full of trade-offs. One of them during card design is clarity / rule consistency vs. wordiness / unreadability / lack of memorizability

"For each token removed: You may trash a card from your hand; if you didn't, each other player gets +1" only increases the total word count from 51 to 55, while making it much more consistent with other cards, and functioning the way you want it to. And would actually make it more memorizable than just remembering that it functions differently from literally every other card in existence that gives you choices.

19
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: March 31, 2020, 11:35:15 pm »

Coliseum has one l (if you choose that spelling), not two. Also, Colosseum is the more common spelling.

20
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: March 31, 2020, 02:12:06 pm »
Last minute pre-judgment question:



Collier, Action $4
+1 Card
+1 Action
You may gain a Copper to your hand.
Once this turn, when you discard a Copper from play, you may exchange it for a Silver.

Slowly turn your Coppers into Silvers. Or, play it as a Peddler that gains Silvers.

"Once this turn" = once per Collier you've played or once period?

If it means per Collier; then recommend just using Scheme's wording:

Quote
This turn, you may exchange one of your Coppers for a Silver when you discard it from play.

If you choose to gain a Copper, then this is Peddler/Poacher + Gain a Silver. And you have the option to just be a Cantrip "gain a Peddler/Poacher" (exchanging Copper for Silver is basically gaining a Peddler).

In other words, while not technically strictly better than Poacher/Peddler; it's definitely just about strictly better. Should cost .

Unless the "once this turn" was meant to prevent multiples from stacking.
I disagree with this analysis. Silver is a stop card and you rarely want many of them. Mining a Copper into Silver is only comparable to gaining a Peddler if the Kingdom features no trashing. If there is trashing, getting rid of that Copper is obviously most of the times superior over mining it into Silver.

Agreed, but I also agree with GendoIkari that Collier as worded should cost .

21
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: March 31, 2020, 12:54:29 pm »
3. When a player is forced to discard a Duration card out of turn, any cards set aside on or under the Duration card are also discarded. 
This a clarification for Surprise.

Recommended Set-Up #1


Surprise showcases a common mistake I've seen in fan cards. Duration cards only stay in play for tracking reasons, not to prolong their effects. Durations' next turn effects still take place even if that Duration is no longer in play; if you use Bonfire to trash a Hireling, for example, you still get the +1 Card every turn even though the Hireling isn't in play anymore. As worded, this "Attack" mostly helps your opponents my helping prevent their Durations from missing the reshuffle, among other things.

22
Variants and Fan Cards / Re: Wording Challenge: Kitchen
« on: March 30, 2020, 01:20:38 am »
I've officially given up on this card. It's more complex of a card than it's worth.

23
Dominion General Discussion / Re: How thematic are card names?
« on: March 29, 2020, 03:49:27 pm »
Ride really ought to have been called Wrangle, IMO. You ride a horse after you've already got it, not before.

Also, I'm surprised Way of the Otter wasn't called Way of the Dog, since it has now been established that Dogs = +2 Cards.

24
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: March 29, 2020, 02:22:57 am »
All cards that exchange cards for other cards other than specific ones need to say from the Supply. Exchanging isn't limited to cards in the Supply like gaining is, so a lot of the entries let you exchange Estates for Prizes or something similar as they are worded now.

25
Variants and Fan Cards / Re: Revised versions of published cards
« on: March 27, 2020, 11:57:25 pm »
Research's setting aside and missing shuffles makes it not all that fun.

IMO

Research
Action - $4
+1 Action
Trash a card from your hand. Gain a Horse per $1 it costs.

The horses could be top decked but without the duration type and setting aside it's a big buff.

Research is easily my least favorite card in Renaissance, but this change would make me like it a lot better.

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