Dominion Strategy Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Gubump

Filter to certain boards:

Pages: [1] 2 3 ... 28
1
Variants and Fan Cards / Re: Contest #58: Double Double
« on: Today at 06:00:14 pm »


A Procession variant whose upgrading portion is optional instead of mandatory.

Procession was changed to exclude Durations due to new rules around tracking.

Another option would be to adopt similar wording to Improve (ie you do the upgrading when you discard the card from play),  which wpuld allow it to be played with Durations. I also don't think the card would be too strong if you could turn Actions into non Actions, or if the trashing was "up to".

Thanks, I completely forgot about that! Fixed, and buffed by changing the cost restriction to "up to."

2
Variants and Fan Cards / Re: Contest #58: Double Double
« on: Today at 05:38:26 pm »


A Procession variant whose upgrading portion is optional instead of mandatory.

Version History:
v1.0: Original version.
v1.1: Changed cost limit to "up to" instead of "exactly" and changed wording to work with Duration tracking.

3
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: Today at 02:56:05 am »

Promenade (Action, $6).

You may play an Action card from your hand twice.
You may return one of your Villagers. If you did, play it a third time.
---
When you gain this, +1 Villager.

A Throne Room variant that lets you upgrade to King's Court if you have a Villager to hand.
...
Yeah. This is just a more-expensive Throne Room that has a stronger effect than Throne Room. I dunno if it's weak at or not, but it seemed weird to use the term "dead" when that generally refers to something like Stables in a hand with no treasure; or when people make fan cards that do almost nothing unless there's an attack available, etc. Even if the card were just literally Throne Room but costing , I wouldn't think to use the term "dead".

Would this work better as a $5? I wasn't sure initially if it should cost $5 or $6; eventually I erred on the side of caution.

I think $6 is an appropriate cost. I'd generally advise against using busted cards like King's Court as a benchmark to balance other cards and comparing this to the $5 Throne variants it seems clearly much stronger than those to me.
A King's Court once that becomes a Throne Room is much stronger than a Throne Room that never misses (Royal Carriage)?  Crown and Scepter are definitely a very marginal benefit on top of Throne Room, but having a one-time upgrade is also not much of one.  I would not vote a $5 price as overwhelming, merely that the way it plays is dully familiar.
I'd personally prefer its playing be limited in some other way and it generate Villagers in some circumstance.  It would make it feel more different than Throne Room and the other Villager cards.

Yes? King's Court is insane. This is also a Throne with an on-gain Villager which I think would be very strong at $5 anyway.

A big part of why King's Court is insane is because you can KC-KC. Promenade-Promenade, on the other hand, is more akin to KC-Throne Room, which is nowhere near as powerful. KC gets better the more you have, whereas Promenade doesn't.

That said, my main issue with Promenade isn't its power level, but that it's too Kingdom dependent. If the Kingdom has no other sources of Villagers, it's too weak IMO, but if the Kingdom has a way of getting large amounts of Villagers, such as Recruiter or Academy, then Promenade becomes practically just a cheap King's Court. It's always going to be broken in one direction or the other, IMO.

4
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: January 14, 2020, 07:59:55 pm »
Here's my entry. (Mix of Tactician and Fortune)


It doesn't combine and with fortune to quadruple. It's way cheaper than fortune, but doubles before you play treasures, and discards the rest of your hand (meaning no more treasures).

I like this. My only concern is that it could show up in a Kingdom with no actions that give .
Thanks.

There are a decent number that give virtual coin.
Most cards have kingdoms that favor them and those that don't and many are useless (or virtually useless) without support (rats without other trashing, conspirator without + actions, moat when there aren't attacks, etc.). If it's not worth buying, people just don't buy it.

Problem is, you also need the virtual coin to either be non-terminal or have Villages in order to play Profit afterwards. And most virtual coin is +, which makes it very hard to make Profit make more than even a Woodcutter.

5
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: January 14, 2020, 05:51:07 pm »
Promenade (Action, $6).

You may play an Action card from your hand twice.
You may return one of your Villagers. If you did, play it a third time.
---
When you gain this, +1 Villager.

A Throne Room variant that lets you upgrade to King's Court if you have a Villager to hand.

This is especially powerful with cards that provide +Villagers, e.g. Patron or Acting Troupe, since those can be used with for the 3rd play.

For Acting Troupe it's basically +10 Villagers!!

It's practically a dead card if it's the only source of Villagers, though.

How? It's a Throne Room that's a King's Court for the first time you play it.

Yes, but it only costs less than a King's Court. It's so much worse than King's Court for being a similar price.

I guess it's not "practically a dead card," but it's definitely weak for its price if its the only source of Villagers.

6
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: January 14, 2020, 03:00:50 pm »
Promenade (Action, $6).

You may play an Action card from your hand twice.
You may return one of your Villagers. If you did, play it a third time.
---
When you gain this, +1 Villager.

A Throne Room variant that lets you upgrade to King's Court if you have a Villager to hand.

This is especially powerful with cards that provide +Villagers, e.g. Patron or Acting Troupe, since those can be used with for the 3rd play.

For Acting Troupe it's basically +10 Villagers!!

It's practically a dead card if it's the only source of Villagers, though.

7
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: January 12, 2020, 09:01:30 pm »
Based on the post date, it should be about time for a 24 hour warning.

8
Variants and Fan Cards / Re: Contest #57: Fee for Service
« on: January 11, 2020, 03:14:09 pm »
Decided that I like this other new card I came up with better.



A Peddler variant that can Scheme a card (including itself) if you don't spend its . Might be too strong for .

9
Variants and Fan Cards / Re: Contest #57: Fee for Service
« on: January 10, 2020, 03:59:34 pm »
EDIT: This is no longer my submission.


10
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: January 09, 2020, 12:50:29 am »
This is an oldish idea I put in the Really Bad Card Ideas thread, and I got feedback and now, here is the finished version. I hope it fits the theme.

Guild Admiral
$2+
Action-Duration-Command
+1 Buy
+1 Coffers
-------
When you buy this, you may overpay for it. If you do, set this aside, and at the start of your next turn, play an Action card from the Supply costing the amount you overpaid, leaving it there.

BTW, just got Guilds+Cornucopia for Christmas! Yaaaaaaaaay!
I don't think this needs to be a Duration - it's not in play when you buy it. Compare with Horse Traders.

It also needs some way to track how much you overpaid instead of expecting you to remember it for an entire round of play.

11
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: January 04, 2020, 01:38:08 pm »
Rewording suggestion for Merchant Wharf:

+1 Action
Move your +1 Buy token to an Action Supply pile. If you buy an Action from that pile this turn, set it aside. Otherwise, each other player takes their - token at the start of Clean-up.
At the start of your next turn, play the set aside Action, then choose two: +1 Card; +1 Action; or +. (The choices must be different.)
-
When you discard this from play, remove your +1 Buy token.

This way, it's more in-line with official cards and easier to read and understand.

12
Variants and Fan Cards / Re: Contest #56: What's Your Next Adventure
« on: December 31, 2019, 05:40:24 pm »

13
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: December 29, 2019, 12:58:23 am »
Quote
Archaeologist
$5 Action - Looter
+1 Card, +1 Action.
Gain a ruins, putting it in your hand.
You may play an action costing $3 or less.
-
When you gain this, you may put your +1 Action, +1 Card, +$1, or +1 Buy token on the ruins pile.
The first two of these you buy are weak, but once you buy four of them, you'll have all four tokens on your ruins pile which should make them pretty strong.

Posting the entry now. I might do a mock-up later so it looks nice.

Just after gaining one of these, you can put your +1 Card token on the Ruins pile and your Archaeologist will be strictly better than a Laboratory on-play (since the Ruin can be played freely, it's a net +2 Cards, +1 Action, plus the Ruins effect). And with just two Archaeologists gained, the Ruins become either:
A free Laboratory (Ruined Library)
A free Village (Ruined Village)
A free, reaction-less Market Square (Ruined Market)
A free Peddler (Abandoned Mine)
Or a free mini-cartographer (Survivors). I think Archaeologist is way too strong for just . (And note this is assuming you use your +1 Card and +1 Action tokens first. You can move the tokens in any order, so Archaeologist is actually strictly better than that.)

14
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: December 26, 2019, 03:15:45 pm »
Don't we usually say you have 48 hours to start the next contest?

I think so.

15
Variants and Fan Cards / Re: Contest #53: Three is Company
« on: December 02, 2019, 11:36:51 am »


Based on my card Delegate (submitted for the Command-type contest). Based on the playtesting results from Delegate, I think it would be safe to say that Emissary works great with 3 or 4 players, but is unbalanced at other player numbers.
Why? Sure, in a 2P games you have less options and the other player can simply play money to make Emissary pointless. But as it stands the card looks extremely strong: even a petty Pearl Diver makes Emissary better than DoubleLab.

It's a lot less likely to hit in 2P games, even if everybody is playing an engine deck. You're probably right about its power, though. I'll change the vanilla bonus.

16
Variants and Fan Cards / Re: Contest #53: Three is Company
« on: December 01, 2019, 10:11:29 pm »


Based on my card Delegate (submitted for the Command-type contest). Based on the playtesting results from Delegate, I think it would be safe to say that Emissary works great with 3 or 4 players, but is unbalanced at other player numbers.

Version History
v1.0: Original version.
v1.1: Changed vanilla bonus to a choose one instead of +2 Cards, and moved them to after the special effect.
v1.2: Changed vanilla bonus to +1 Card and +1 Action and moved it back to before the special effect.

17
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 27, 2019, 07:36:32 pm »
I think Pearl Pendant gives too much of an advantage to whoever happens to get it since they can guarantee a in one of their opening hands.

18
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 25, 2019, 02:58:18 am »
Traveling Fair $4
Action
Refer to the noted results. For each time you rolled a...
1, +1 Card
2, +1 Action
3, +$1
4, +1 Buy
5, +1 VP
6, You may trash a card from your hand
---------------
Setup: Roll three six-sided dice and note the results.

An attempt to make a card that varies based on something other than mucking around with piles. There's tracking issues, and also cost issues, but hey, maybe it's okay to get a cheap Laboratory every 216 or so games.

The name Travelling Fair is already taken by an Event.

19
Variants and Fan Cards / Re: Contest #52: Varying effect per-game
« on: November 21, 2019, 12:27:19 am »


FAQ:
- During a turn in which a Travelling Shop was played, all cards in the Item piles are considered to be in the Supply, and as a result can be gained by cards like Workshop and Altar (provided they fit all other restrictions, e.g. cost), not just bought.
- Items with "return this to the Supply" will be returned from the pile if and only if you also played a Travelling Shop earlier in the turn.
- You can use Teacher to move your tokens to an Item pile as long as you played a Travelling Shop (with e.g. Prince) before calling it. Likewise, you can also use Events to move your tokens to Item piles as long as you played a Travelling Shop before buying said Event. You can move Adventures tokens off of Item piles even if they are not in the Supply.
- Item piles do not count towards the game end conditions, even during a turn in which a Travelling Shop was played.

20
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 07, 2019, 10:39:54 am »

Impressment
$4 - Action
Reveal the top 2 cards from your deck. Play the revealed Action cards in any order and discard the rest.
If you haven't revealed any Action card, gain a card costing up to $4.


A mixup of Throne Room and Workshop with a hint of Golem/Ghost. Chainable.
This is too good.
Either it is a Workshop for $4 that cycles 2 cards. Slightly worse than Ironworks but still decent due to the cycling.
Or it is a cantrip Workshop with some cycling. That card would have to cost $5 and is probably a bit better than Cobbler.
Or it is a Lost City which is better than a $5.

I don't see the cantrip Workshop part. If it hits one Action card, it plays it and that's all it does. So if it's actually either Workshop+Cycling, Cantrip+Cycling, or Lost City. Lost City is by far the rarest option and you can't usually control which outcome you get, so I think Impressment is underpowered if anything because the Cantrip+Cycling effect is on par with Border Guard, if BG didn't have the artifacts.

21
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 05, 2019, 02:10:57 pm »
I won't disqualify cards that use "reveal" when they could use "look at," though I may take it into account.

Also, Cavern isn't strictly better than Hunting Grounds because Hunting Grounds has the on-trash ability.

It is, however, strictly better on play, and you don't exactly buy Hunting Grounds for its on-trash ability like you do for Fortress.

22
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 05, 2019, 01:09:26 pm »


Not sure if this qualifies of strictly better than Hunting Grounds

Cavern is strictly better than Hunting Grounds and costs less. Cavern has to cost at least .

23
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: November 04, 2019, 10:41:09 pm »
Young Smithy
cost $3 - Action
Reveal the top 3 cards of your deck. Discard one, and put the rest into your hand.

I don't think this really fits the challenge because there's no reason to have it be "reveal" instead of "look at," and the challenge specified "reveal."

24
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 29, 2019, 10:07:51 pm »
CONTEST - HEIRLOOM ENTRY

Just some funky ideas that kind of help each other out.

   
I like the Lute/Looter pun, if that was intentional.
i love it if it's unintentional

Are you worried that it'll mess with the opening at all? $2/$4 can be a rough start.

Getting / in a Chapel game would really suck.

25
Variants and Fan Cards / Re: Stone Age Set
« on: October 28, 2019, 02:20:51 am »
Primordial village: i think you are mistaken. +buy comes after the coins even on woodcutter.



No it does not.

Pages: [1] 2 3 ... 28

Page created in 0.203 seconds with 18 queries.