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1201
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 22, 2018, 03:10:11 pm »
Neither of your cards are showing up for me.

Hmm, Imgur was giving me issues last night so I used another wacky hosting site. Are they showing up now?

Also, thanks for everyone else's comments. I will unfortunately have to wait to respond to them until the end of the day!

Now Excavation is showing up twice, and Refinery still isn't showing at all.

1202
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 22, 2018, 01:08:49 pm »
CHALLENGE #7 - NON-SUPPLY CARD SUBMISSION

   

Neither of your cards are showing up for me.

1203
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 20, 2018, 02:14:28 pm »


Thereare 30 copies of Witch Bottle.

Superstitious Witch should be an Attack card.

1204
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 10, 2018, 08:23:20 pm »
I like this one, but I think it'd be fine at $5. The attack is weaker than knights' because the attacked player can choose from any card they have in play for the attack to hit, rather than the top two cards of their deck. Or if it's near the beginning of the game and they only have a couple cards costing more than $2, they can always choose not to play them that turn.

I've been weighing it up, but the main reason I opted for $6 is to give players a chance to get a few cards costing $3 to $6 in their deck before they start losing them to Demagogues. It's less likely to whiff than Knights, and the on play effect is a little better than Knights.

Another thing I could do is a non optional chancellor effect on play to limit the number of times it pops up in a shuffle.

I, for one, agree with it costing $6, particularly for the first reason you stated.

1205
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 10, 2018, 04:55:07 pm »


EDIT: Some changes to reduce craziness and tracking issues.

I don't understand why this should be an Attack card. Sure, some cards like Harvest or Abandoned Mine are gone, but other cards like Smithy or Jack of All Trades even like this card
Well, Fortress likes Knights and they are still an attack.

I really don't see how Pretender is an attack. Each other player playing an Action card for free seems like a benefit for them, the opposite of an attack.

1206
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 31, 2018, 05:59:12 pm »

Quote
Root Gatherer
Types: Action, Duration
Cost: $6
+3 Cards. You may set aside a card from your hand face down. If you do, at the start of your next turn, reveal it and each other player reveals the cards they set aside with Root Gatherer cards. If you are the only player to reveal a copy of that card, put it into your hand and gain a card costing up to $5. Otherwise, discard it.

Haven a card in order to gain a card costing up to $5... unless someone else Havens a copy. Feeling brave or will you play the cowardly Smithy?

Which game is this based on?

1207
Variants and Fan Cards / Re: Fly-Eagles-Fly's fan cards
« on: October 23, 2018, 11:40:37 am »
For Meeting, just having a cost of $4 and 4 debt is effectively the same.

1208
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 23, 2018, 01:02:06 am »


BOOTLEG TOKENS - Whenever another player gains a card costing up to $4, you may spend a bootleg token to gain a copy of that card. You can only use one bootleg token for each card gained.

The flavor here is that you're paying the bootlegger to steal things for you. The more you pay him, they more he will steal for you.

Its obviously inspired by Smuggler (a personal favorite of mine), except its actually more of a remodeler that you have to wait for and don't have a lot of control over.

Problem: How does this interact with Treasures that give variable $ such as Bank or Philosopher's Stone? You have to play them to calculate their value, so would they give no Bootleg tokens at all?

1209
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 22, 2018, 10:34:52 pm »


Endurance tokens:
When you would discard a non-Duration Action card from play, you may instead spend an Endurance token, to keep it in play and resolve its effects again at the start of your next turn.

1210
Variants and Fan Cards / Re: Dominion: Revolution
« on: October 22, 2018, 10:12:08 pm »
Regeneration seems really weak compared to the other Prospects, and Imports just screams, "don't ever play with me," unless you're a total masochist who likes slogs and slow-ass games.

1211
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: October 21, 2018, 01:48:01 pm »
I really like your wording, but the way I have it currently should in fact work since it is referencing any changes the last card played did to your total coin and not what your current total coin is.

Example play 1: You have $3. You play a Copper. It increased your total to $4 or more, so you draw a card.
Example play 2: You have $5. You play a Copper. It did not increase your total to $4 or more, because you already had $4 or more even before playing it, so you do not draw a card.

Example play 2 does not work the way you want it to, as worded, since you cannot change your total $ to something it already is.

1212
Variants and Fan Cards / Re: Kudasai's Random Dominion Cards
« on: October 20, 2018, 08:00:43 pm »
I actually first thought of Storyteller and then realized Poor House did the same. So, when I play Poor House and get to 6$, I draw only once, not twice, right? What happens when I play cards that iteratively give +1$? Vault and Storeroom for instance give "+1$ per card discarded". What about Diadem? Is it once per card?

The intention was for this to draw after each card is played that puts your total coin at $4 or more. As worded though, it would draw each time your total is increased above that amount, so cards like Vault would be quite good. Big oversight! This newest version should address this.



So now hopefully the draw card check is pretty simple and robust.

(1) Play a card.
(2) Did my total coin change?
(3) If yes and my new total is $4 or more, +1 Card.

Applying this to your questions:

-Poor House will only get +1 Card if upon it's resolution (1) you have above $4 coin and (2) it increased your total $. So you could have $4 prior to playing Poor House, but if it nets you $0 or less, you will not get +1 Card.
-Cards that incrementally increase your total $ only get +1 Card if after you resolve them your total coin is at $4 or more.

Other things worth noting:
-This interacts with all cards - Action, Treasure, and Night cards.
-Treasure cards drawn during your Buy phase can then be played to draw more cards, which can then possibly be played to draw more cards.

Thanks for catching yet another big oversight on my part!

The wording on the card doesn't work as you intend. You intend that if you play a Market when you already have at least $4, you'll draw an extra card because of the Market's +$1. The problem is, when you get additional $ after you have $4 or more, you aren't increasing your total to $4 or more because it already is $4 or more, so as worded, Heir can only trigger once per copy, which is clearly not what you intend.

Here's my recommended wording, which should function exactly how you intend:

While this is in play, after you resolve a card, if it gave $ and you have at least $4, +1 Card.

1213
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 20, 2018, 03:00:58 pm »


Does this work with the rules of the game? Do unused actions disappear when you enter the buy phase?

I think it's too strong. I would price it at $7 even if it was just +2 Cards and +2 Actions, with no other bonuses.

1214
Variants and Fan Cards / Re: Snowline fan-based expansion.
« on: October 19, 2018, 06:24:29 pm »


This one you get to start with +2 Actions on your next turn and start with 6 cards on your next turn. Of course if you were to play a lot of these it could make the next turn too powerful. Of course with all the attack cards. I’m sure one of them will tone this card down.
This is strictly better than Caravan.

Edge case: next turn you are going to play Storyteller then Diadem, and drawing 1 extra card would cause a badly-timed reshuffle.

That edge case is too extreme to make Frigid Village not strictly better than Caravan.

1215
Variants and Fan Cards / Re: (Art Reveals within!) Dominion: Antiquities
« on: October 16, 2018, 12:50:23 am »
Here's a card from the Weekly Challenges thread that appears to be inspired by a version of Memorial (or at any rate is very similar):


Clarification: Cost reduction effects such as Bridge and Highway will make General cost fewer Debt during your Buy phase.
It would appear that Memorial is a pretty good idea, if someone else also has that idea or uses it as inspiration.

How does General look like it was inspired by Memorial? The only commonality that I see is they're both Throne Room variants.

1216
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 15, 2018, 05:50:53 pm »


Clarification: Cost reduction effects such as Bridge and Highway will make General cost fewer Debt during your Buy phase.

1217
Variants and Fan Cards / Re: Fly-Eagles-Fly's fan cards
« on: October 06, 2018, 01:13:07 am »
How about this new Banshee:

Imagine this scenario (4 players):
Player 1 has 3 debt, Player 2 has 0 debt and Medallion in hand, Player 3 has 2 debt, and Player 4 plays two Banshees.
Players 1 and 3 takes 1 debt, Player 2 take 0 debt, Player 4 gets +2 coffers.
Players 1 and 2 take 0 debt, Player 3 takes 1 debt, Player 4 gets +3 coffers.
Net totals: Player 1 +1 debt, Player 2 +0 debt, Player 3 +2 debt, Player +5 coffers.
If anything the non-attack part is too strong now in my opinion.

Since for you to gain a Banshee you need to let other players trash, I think this is rather balanced, certainly no worse than cards like Torturer, Swindler, Possession, etc.

That only fixes the first problem, but it doesn't solve the second, and in fact just exacerbates it since it's easier to trigger +Coffers now. Here's what I would recommend:

+1 Coffers
Each other player who has less than 4 Debt takes 1 Debt. If anybody revealed a Medallion to this, +2 Coffers.

1218
Variants and Fan Cards / Re: Fly-Eagles-Fly's fan cards
« on: October 05, 2018, 08:48:13 pm »
Two major problems with Banshee:
1. There's a reason that no official Attack card both stacks infinitely and directly harms opponents' turns. Play enough Banshees, and you lock everybody else out of the game.
You are aware that Marsh helps the opponents, right?

Did I mention Marsh? No, I did not. Banshee is the card I'm talking about.

Quote
Quote
2. If you only have one opponent, the Banshee can get you two Coffers at most, but if you're playing a 4-player game, it can give you up to 4 Coffers, which means it scales poorly with the number of players. Simply the number of players should not influence how powerful a card is, but player count definitely matters for Banshee.
Hm, let's take Witch. In a 2P game you end up with an average of 5 Curses, in a 3P game with an average of 7 Curses and in a 4P game with an average of 8. Doesn't seem to scale so well.
Hm, let's take Pirate Ship. Wow, with an additional player your chances to hit something are significantly increased. Doesn't seem to scale so well.

Seriously, being invariant to player count is a good guideline. As long as you don't mind ignoring it.

1. Witch:
Sure, you can give out more curses in games with more players, but you have to play it more, and give out the same curses per person each time you play it.
2. Pirate Ship:
Banshee is like if Pirate Ship let you put a Coin token on your Pirate Ship mat for each player who trashed a treasure, rather than getting one if any player trashes a treasure. And, like Witch, slightly raising the hit chance with more players is significantly less severe than both raising the hit chance AND increasing the reward, which is what Banshee does.

1219
Variants and Fan Cards / Re: Fly-Eagles-Fly's fan cards
« on: October 05, 2018, 05:25:18 pm »
Two major problems with Banshee:
1. There's a reason that no official Attack card both stacks infinitely and directly harms opponents' turns. Play enough Banshees, and you lock everybody else out of the game.
2. If you only have one opponent, the Banshee can get you two Coffers at most, but if you're playing a 4-player game, it can give you up to 4 Coffers, which means it scales poorly with the number of players. Simply the number of players should not influence how powerful a card is, but player count definitely matters for Banshee.
I would recommend reading rinkwork's fan card creation guide if you haven't. It's a huge help if you want to avoid falling into the common pitfalls of fan card creation.

1220
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 05, 2018, 12:30:15 pm »

1221
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 27, 2018, 11:03:04 pm »
Moneychanger
Action - $5
+3 Coffers
Pay any number of Coffers. +1 Villager per Coffer paid.

Just the +3 Coffers alone is too strong for only $5. I'd say this is a $7-cost card.

1222
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 27, 2018, 05:02:52 pm »
Bond
+2 Coffers
Treasure
Cost: $5

1223
Variants and Fan Cards / Re: Interesting Card Design Challenges
« on: September 23, 2018, 12:59:08 pm »
Split pile:

1224
Variants and Fan Cards / Re: Holunder's cards
« on: September 23, 2018, 12:25:19 pm »
Shouldn't Invocation say "This is gained to your Tavern mat instead of your discard pile," since that's what the 2nd edition wording is like?

1225
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 17, 2018, 10:26:20 pm »
Now that Violet CLM's pointed out the fact that Investment is a Lab variant, it definitely seems overpowered to me.

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