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26
Weekly Design Contest / Re: Weekly Design Contest #200: Do What You Love
« on: September 29, 2023, 03:06:03 pm »


Inspired by 3 of my favorite things (in no particular order):
1. Encouraging variety.
2. Effects that scale, especially off of things that take a lot of strategy to make go crazy.
3. Debt, one of my favorite mechanics in Dominion.

27
Weekly Design Contest / Re: Weekly Design Contest #200: Do What You Love
« on: September 29, 2023, 02:39:42 pm »

I'm a fan of many things about Dominion, so this does several of them. I'm a big fan of gainers, tokens, durations, cost reduction, cares-about-types, and player interaction. This is easily the most "me" card I've ever made. (might be a little too strong or too complex.)

Is the fact that is reduces costs during opponents' turns intentional? I assume so from "player interaction" being in the list of things you said you're a big fan of.

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Weekly Design Contest / Re: Weekly Design Contest #199: Composition in Blue
« on: September 23, 2023, 02:03:44 pm »


Split pile, 5 each, Visionary on top.

Do you discard Prophet for its Reaction before or after you shuffle?

30
Ghoul gives you the option to play a Zombie twice and a Thrones Zombie Spy is strictly better than Lost City.
So you can safely rund two copies given that that first copy you play each turn is always at least a Lost City+ and the second copy you play each turn is a this turn Barge.

Oh, right, I didn't see the Throne option.

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I think that this is too good. The first one is better than Lost City (Spy plus the flexiblity of other options) and the second one is Barge.
So you can safely add at least 2 copies to any deck.

Uh, how is the first one better than Lost City? Spy isn't even good, and the only way it can give you +2 Actions is by trashing an Action from your hand.

32
New entry.


Quote
Landscaper
6$ action
Gain a Douchy or Silver to your hand.
-
In games using this, Victory cards costing $5 or more are also Action cards with the text that says "You may play an Non-Victory Action card from your hand twice."

A Douchy gainer, that also makes douchies and more expensive victory cards be Throne Rooms.
To nerf this a bit, i made those Victory cards not be able to throne room themselfs. I don't think someone should be able to draw a hand of 4 Douchies and one smithy, and be able to play all your deck. There should still be deck control involved.

Priced $6 as it could otherwise be a ridicoulous 5 2 opener, and it gains douchys.


FAQ:
-If the Victory card is an action card or Treasure card with card text, the original card text activates first. So a Nobles FIRST gives you the choice of 3 cards or 2 actions, then it may throne room an action from your hand.
An farm gives you 2 money first, and then you may throne room.

- If you play distant lands, You put it on the tavern mat, and may then play an action card from your hand. That action card stays in play as normal.

Just an FYI, the word is spelled "Duchy," not "Douchy."

33
New entry, replacing my previous one:



Allows to bring Treasure and even Night cards into play during the Action Phase, as the young hero calls his companion/mentor.

If anyone has a better idea on how to prevent Victory cards from being played this way ("action supply pile" didn't work since the Clashes), feel free to contribute.
Otherwise, FAQ = gives +1 Action (as per the token's ruling, before you play a card with the token on it) and does nothing, is discarded during clean-up.

I fail to see how this isn't strictly worse than Market Square. It's a conditional +1 Action and lacks the Reaction, and even in games with only Young Hero, the card itself is still worse than Market Square would be.

34


Quote
Impoverished Village
$3 - Action

+1 Cards
+2 Actions
+2 Buys
-
In games using this, at the end of your Buy phase, if you have at least 2 unused Buys or Actions, gain a Copper.

You get the Copper if you have two or more unused Buys, two or more unused Actions, or 1 unused Action and 1 unused Buy.  The top would be strictly better than Village, but it always has to live in a world with the bottom. Even if both Village and Impoverished Village are in the same kingdom, there are reasons to get one, the other, or a mix of both.

IMO it isn't quite clear from reading the card text that it means 2 total between Actions and Buys rather than 2+ Actions or 2+ Buys.

35



EDIT: I realized today that the bottom I had originally went crazy with junkers, so I'm now restricting it to only activate on the active player's gains.

37

I really like this. The Throne Room with a buff as the baseline is fine but nothing to write home about. Where this really shines is as an alt-VP card. You nearly always have Provinces and with this you might want to keep an Estate around. But with a lot of VPs on the Duchy pile you want a midgame Duchy and timing it well is obviously the tricky thing.

So yeah, really great TR variant with a Gathering-like alt-VP twist.

Thanks for the kind words!

38

39

Quote
Lady-in-Waiting - $5
Action/Duration/Liaison

Next time you spend a Favor, +2 Cards, +1 Buy, +$1.

Until then, when any player shuffles their deck, +1 Favor.

FAQ:
- In general, you do the effects of spending the Favor before triggering Lady-in-Waiting.
- With Island Folk, you spend the Favors after cleanup, so the cards drawn from Lady-in-Waiting are in your hand on the Island Folk turn, and you only discard Lady-in-Waiting from play during the Cleanup phase of the Island Folk turn (but it won't gain you any Favors during that turn).
- If you play Lady-in-Waiting with City-State, Lady-in-Waiting is not immediately triggered (as the Favors were spent before playing).
- If the Ally has a "Repeat as desired", Lady-in-Waiting triggers on the first Favor spent, and subsequent Favors may only be spent after resolving Lady-in-Waiting.

The vanilla bonuses are impossible to get if the Ally is Plateau Shepherds, League of Bankers, or League of Shopkeepers, right? (Ofc, that would mean that LiW would stay in play to keep giving you Favors every time any player shuffles, forever.)

40

41
Diver
$4
Action - Liaison
+2 Cards
+1 Buy
Trash a card from your hand.
Choose one: +1 Favor per $1 it costs; or spend any number of Favors and gain a card costing up to $1 per a Favor you spent.

This is literally gaining Favors the exact same way that Broker does.

42
Contest closed! Please check the OP to make sure I've got the latest iteration of your submission and let me know if I'm missing anything.

I'll do my best to get results up by end of day tomorrow or Friday at the lastest.

The name of the game Violet CLM's entry references is Doki Doki Literature Club, not Just Monika.

43
It has been four days since the contest closed with no further word. If tomorrow there’s still no word, can a mod choose a winner so that the next contest can get posted?

I can do that, since the other mod has a submission and I don't.

44
I agree that a card that single-handedly draws your entire deck is overpowered and better than Storyteller, but unlike Storyteller it is no cantrip but only nonterminal.

Ironic, considering its name.

45

Quote
Water Wheel
Action - $4

This turn, after you play a card, discard a card for +1 Card.
It keeps on turning...

Yes, it activates on itself.

I like this, but it kind of gets annoying on treasures, prompting a discard each time. I also see casual players misplaying this with treasures.

I like “you may” and I don’t think it makes it too powerful.
I have thought about this. Thematically, I kind of like the fact that you can't just stop it. I see your point though.

I do believe that a blanket "you may" is too strong here. This is already very good if you can pair it with a Village, I want at least some potential downside in there. A potential fix could be that you get to choose to stop at some point, but then the effect is gone for the remained of the turn. Not sure how to best word that though, and it would take away from the simplicity, which is a bit sad.
How about:
During your Action phase this turn, after you play a card, discard a card for +1 Card.

or

This turn, after you play an Action card, discard a card for +1 Card.
That would make it pretty pointless in a kingdom without villages.

:) How so?

Because you'd no longer have any Actions after playing it and thus it would do next to nothing since you couldn't play any Action cards afterwards in the same turn. It still triggers off itself, but "discard a card for +1 Card" is very, very awful for any price.

46
Quote
Wise Jester • $5 • Action
Choose one: discard this from play for +1 Card, +1 Action, and either +$1 or +1 Buy;
or trash this from play for +4 Cards and either +1 Action or +1 Buy.
Choices choices. :)

This gives you infinite and Buys with a drawn deck, since you discard it and then draw it, then play it to discard it and then draw it, ad infinitum.

47
Clarification question about how Ransom works with 3+ players: If Bob has a Copper set aside and Alice has a Silver set aside, and they each play a copy of their respective set aside cards, do you get +4 Coffers? Or do you just get +2 Coffers if any player plays a copy of their set aside card, no matter how many players do so? I have a wording suggestion for if it's the latter case (and I may be able to come up with one for the stacking case, too). I get from your comment with the card that if Alice plays two Silvers, you only get +2 Coffers, but the "per player" part of your comment makes it sound like you can get more Coffers if more players play their respective cards.

(And ftr, if it does stack with player count, I don't think cards should scale this severely with player count.)

48


Ransom takes one of your opponent's cards hostage for a turn and you get paid if they try to use or gain copies of it. To clarify: the +2 Coffers is supposed to be either/or per player, not cumulative. If you Ransom Copper, and they play 4 Coppers, you get +2 Coffers not +8. Feedback appreciated, I know this likely needs tweaking. This was a tough one to come up with something! Cool prompt idea though.

I'm not sure I'd really call this an Attack? It doesn't really hurt your opponents that much more than Monkey does (although I suppose it can prevent you from being able to draw and subsequently use one specific card in their deck, but that can be a good thing if it hits a Copper or Victory card).

That aside, you have a typo: Its types list "Action" a 2nd time instead of "Attack."

50
I agree with segura that Evil Plan is bonkers OP, even without the Imp gaining. Even without the Imp gaining, it's akin to a triple Royal Galley that works retroactively. That is absurd for only costing more than an already very-strong , even though it isn't a cantrip.

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