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276
Dominion General Discussion / Re: Allies Preview 3: Choose One
« on: March 02, 2022, 12:30:17 pm »
So is there a list of the cards Elder provides extra choices with, or should I just trawl the template:Navbox cards and figure it out for the wiki?


Today seems to have been the +1 Card and +1 Action day. as always let me know if I missed anything.

Only three +1 Card and +1 Action today, not four (Town Crier, Blacksmith, and Modify).

277
Dominion General Discussion / Re: Allies Preview 3: Choose One
« on: March 02, 2022, 10:23:33 am »
Interesting. How does Elder interact with Count? Do I get exactly one additional choice or one choice for the (besides of edge cases) bad effect and one choice for the good effect?

And what about Band of Misfits? Its German translation (Vogelfreie) contains „Wähle eine Aktionskarte aus dem Vorrat“ (“Choose one Action card from the supply”) and would be literally affected by Elder.
There are 2 separate "choose one" parts on Count, they are not related, so I guess you need to choose 2 different positives and 2 different negatives.

Quote from: Preview
It's optional; you can Elder a Count and take an extra good thing but not an extra bad thing.

278

279
Dominion General Discussion / Re: Allies Preview 2: Split piles
« on: March 01, 2022, 04:58:19 pm »
is there a subtheme with U / R sifting this time?

and incidentally here's where we're at on the previews countdown, i think. i got the number of boxes for rotate wrong yesterday - shout out to hsypsx in the discord for catching that. Also unless we're Done With Cantrips i think i misunderstood the "+1 Card and +1 Action" wordcount part of the preview, which seems to portend Wild Stuff is coming.


click to enlarge.

And now you've gotten the number of boxes for turn wrong today. Both Allies use it once each, and Voyage uses it twice, for a total of 4 times.

I wasn't sure on the 2nd box check for voyage. From the teaser, it's not clear whether that's purely wordcount, or if it's cards-that-have-the-word.

Without checking, I think it's wordcount.

Even if it was just cards-that-have-the-word, spineflu's count would still be wrong. It would still be 3 today (Voyage, Crafters' Guild, and City-State), not 2.

Also, it can be deduced from the previews and the teaser that it is in fact wordcount. The wordcount for Favor is 33, but there are 9 Liaisons and 23 Allies, for a total of 32 cards that would say Favor. Thus one of those 32 cards must say it twice.
edge case: one of the rotating split piles has two cards that give them. Only the top card of the pile needs the Liaison type.

Good point, but I think Donald would give the 2nd card the Liaison type anyway for consistency's sake.

280
Dominion General Discussion / Re: Allies Preview 2: Split piles
« on: March 01, 2022, 04:03:18 pm »
I wonder why Herb Gatherer's Chancelloring is mandatory?

281
Dominion General Discussion / Re: Allies Preview 2: Split piles
« on: March 01, 2022, 03:12:21 pm »
is there a subtheme with U / R sifting this time?

and incidentally here's where we're at on the previews countdown, i think. i got the number of boxes for rotate wrong yesterday - shout out to hsypsx in the discord for catching that. Also unless we're Done With Cantrips i think i misunderstood the "+1 Card and +1 Action" wordcount part of the preview, which seems to portend Wild Stuff is coming.


click to enlarge.

And now you've gotten the number of boxes for turn wrong today. Both Allies use it once each, and Voyage uses it twice, for a total of 4 times.

I wasn't sure on the 2nd box check for voyage. From the teaser, it's not clear whether that's purely wordcount, or if it's cards-that-have-the-word.

Without checking, I think it's wordcount.

Even if it was just cards-that-have-the-word, spineflu's count would still be wrong. It would still be 3 today (Voyage, Crafters' Guild, and City-State), not 2.

Also, it can be deduced from the previews and the teaser that it is in fact wordcount. The wordcount for Favor is 33, but there are 9 Liaisons and 23 Allies, for a total of 32 cards that would say Favor. Thus one of those 32 cards must say it twice.

282
Dominion General Discussion / Re: Allies Preview 2: Split piles
« on: March 01, 2022, 01:39:56 pm »
is there a subtheme with U / R sifting this time?

and incidentally here's where we're at on the previews countdown, i think. i got the number of boxes for rotate wrong yesterday - shout out to hsypsx in the discord for catching that. Also unless we're Done With Cantrips i think i misunderstood the "+1 Card and +1 Action" wordcount part of the preview, which seems to portend Wild Stuff is coming.


click to enlarge.

And now you've gotten the number of boxes for turn wrong today. Both Allies use it once each, and Voyage uses it twice, for a total of 4 times.

283
Dominion General Discussion / Re: Dominion: Allies Teaser
« on: February 28, 2022, 01:39:02 am »
I don't imagine a Treasure-Duration card working well with Crypt.

Hopefully I'm wrong.

It's not only Crypt, but Mandarin, Mint, and I'm sure I'm forgetting some. Donald has said before that the reason he has avoided doing treasure-duration up til now is that it is too easy to get rid of treasure cards in play.

I wouldn't be surprised if most or all of those got errata to not work on Durations. I've heard Bonfire is, and Procession got it, so it seems like the other ways of removing Durations from play should follow suit.

284
Weekly Design Contest / Re: Weekly Design Contest #144: A one time thing
« on: February 26, 2022, 02:14:41 pm »
My Submission:
 

Quote from: Demonologist
Demonologist • $4 • Action
+3 Cards
If you have Dark Pact, +1 Action. Otherwise, discard a card. If you discarded an Action card, you may trash it to take Dark Pact.

Quote from: Dark Pact
Dark Pact • State
At the start of your turn, you may gain a Curse. If you didn't, discard 4 cards, then +1 Card.

Rather than using a once-per-game Event or a landscape that triggers once per game, I decided to use a State that can only be taken, not returned. Thus, my submission is Demonologist, along with a Dark Pact, a State with a copy for each player.

Demonologist is a Smithy variant, which starts out with a 1 card discarding penalty. However, if a player is willing to discard and then trash an Action card, it turns into a very powerful double-lab, but at a substantial cost. This is the once-per-game choice that players have to decide if and when to make. Do they take multiple Demonologists first? If so, their deck is loaded up with relatively weak terminal draw cards. On the other hand, after the take Dark Pact they'll need Demonologists to mitigate its penalty. And, of course, they need an Action to trash (and need it when they want to pull the trigger, which might not happen if they buy too many other cards).

Dark Pact imposes a huge penalty, a much more severe version of Torturer (either giving Curses or discards). Even when the Curse pile empties, the player is still impacted, forced to take the strong discarding option. Initially I had it discard 2, but then I realized that those cards could be replaced with a single play of the enhanced Demonologist. I considered discarding 3, but was worried that in a game with both Cursers and a down-to-3 handsize Attack (Militia, Margrave, Ghost Ship), there was a risk of having no cards in hand. The discard 4, +1 Card solves that, since players will never end up with fewer than 1 card, yet it is actually more severe than just discarding 3.

I feel like Dark Pact may be too harsh. Sure, having double-Labs in your deck would be great, but you’re going to be pretty sad if you don’t see any Demonologists in your starting hand.  I think discard 2 might be OK (or discard 3, +1 Card). 

If you’re building towards having activated Demonologists, you probably don’t want to take Dark Pact until you have a decent number of Demonologists in your deck, so there is also the inherent trade-off of having to support terminals in your deck until you can activate them (not to mention the fact that it will cost you an Action card to do so).
Even with decent trashing, it makes no sense to go for this until the Curses are out. Then the game is arguably in its late stages such that DoubleLab is not too crazy anymore.

Uh, having the Dark Pact while the Curses are out means you start each turn with a two card hand. The Curse pile being empty makes Dark Pact strictly more harmful. It's not like Torturer where it does nothing once the Curses are gone.

285
Weekly Design Contest / Re: Weekly Design Contest #144: A one time thing
« on: February 25, 2022, 12:51:52 pm »


Supernova
Event ($3)

Once per game: +1 Buy. At the end of this turn, put all non-Duration cards you have in play, and all cards from your deck and discard pile into your hand. Put 5 of them onto your deck in any order and discard the rest.

A superpowered version of Star Chart that lets you set up the perfect next hand, but only once. I made it cost $3 so that way a player with a lucky 5/2 (in that order) opening doesn't quickly pull ahead of their opponent by getting this right after a strong $5. I'm not 100% sure if this is the best wording for this idea (I took Donate's wording and modified it based on how I figured its new errata would change it), so suggestions for that are welcome. :)

Since this happens at the end of turn, it occurs after drawing your next hand so you have an empty hand next turn. Is that intentional?

Oh… yeah that’s not what I wanted it to do lol. It’s supposed to let you set up your 5 best cards (of your choosing) onto your deck and then immediately draw them for your next hand. When would be the timing of getting the player to do this so it works like I intend it to?

Just noticed that since it's at the end of turn, you've already cleaned up all your played cards, so the putting cards you have in play into your hand part does nothing. So this is my suggested wording:

Quote
Once per game: +1 Buy and at end of turn, put all cards from your deck and discard pile into your hand, then put all but 5 of these cards into your discard pile.

286
Weekly Design Contest / Re: Weekly Design Contest #144: A one time thing
« on: February 25, 2022, 02:02:56 am »


Supernova
Event ($3)

Once per game: +1 Buy. At the end of this turn, put all non-Duration cards you have in play, and all cards from your deck and discard pile into your hand. Put 5 of them onto your deck in any order and discard the rest.

A superpowered version of Star Chart that lets you set up the perfect next hand, but only once. I made it cost $3 so that way a player with a lucky 5/2 (in that order) opening doesn't quickly pull ahead of their opponent by getting this right after a strong $5. I'm not 100% sure if this is the best wording for this idea (I took Donate's wording and modified it based on how I figured its new errata would change it), so suggestions for that are welcome. :)

Since this happens at the end of turn, it occurs after drawing your next hand so you have an empty hand next turn. Is that intentional?

287
Weekly Design Contest / Re: Weekly Design Contest #142: High Spirits
« on: February 15, 2022, 02:35:54 pm »
Runestone + Essence by Faust
I am assuming Runestone does not prohibit a $0 overpay so you can gain Will-O-Wisps. If so, this could be very strong with cost reduction where you can make Runestones free.

You can't overpay to get two -cost Actions with Stonemason, so I think you'd have to overpay to get a Will-o-wisp.

288
Weekly Design Contest / Re: Weekly Design Contest #142: High Spirits
« on: February 12, 2022, 12:36:22 pm »
Quote from: Gnome
Gnome
Treasure
Cost: 5
Worth $2
Look at the top two cards of your deck. Discard any number
of them, then put the rest back in any order.
                         
When you gain this, gain a Fairy.
Quote from: Fairy
Fairy
Night - Spirit
Cost: 3*
At the start of your next turn: +1 Action
                     
When you draw this, +1 Card
(This is not in the supply.)

Where the Gnomes go, the Fairies follow. The Gnomes improve the gardens, and are valuable. Fairies also improve the gardens, but instead of adding value to them, they add beauty. Gnome is a Silver, with some added, useful filtering for your next turn. Though Gnome has slightly more text than is usual, it's complexity is low, is not hard to play with, and a useful buy comsidering that it comes with a Fairy. Fairy is an interesting village, it works for your next turn, cannot be drawn dead due to it's night type, and is like a cantrip because of the below the line effect. In essence, it is a different, useful village. It is a good option for Exorcist, and is good for reliability.

Feedback is appretiated.

Fairy needs to be a Reaction and say "when you draw this, you may reveal it for +1 Card." As it is currently, it has a major accountability issue because it's mandatory but your opponents have no way of seeing what cards you draw.

289
Weekly Design Contest / Re: Weekly Design Contest #142: High Spirits
« on: February 11, 2022, 11:54:32 pm »
My submission:
                                                                                                           
Quote from: Mischievous Fairies
Mischievous Fairies • $3* • Night - Reserve - Spirit
Put this on your Tavern mat. Set aside a non-Duration Action card you have in play.

At the start of your turn, you may call this to play the set-aside card.
(This is not in the Supply.)
Quote from: Fairy Ring
Fairy Ring • $4 • Action - Night
If it's your Night phase, gain an Action card onto your deck costing up to $1 per differently named card you have in play (counting this). Otherwise, gain a Mischievous Fairies.
                                                                                                           

My submission is Mischievous Fairies. A mix between Ghost and Way of the Turtle (with the Reserve mechanic mixed in), it sets aside an Action card already in play, and allows a player to play the card at the start of one of their turns. While it may offer slightly more control than Ghost (both allowing the choice of cards in play and the choice not to play it at the start of each turn), it has a greater chance of missing (if drawn with no Action cards) and only plays the set-aside card once, rather than twice. And while the Reserve mechanic's ability to hold the card back until it is needed is great for cards that want collisions (making it like WotT), each turn you wait keeps both cards out of your deck.

There are 17 copies of Mischievous Fairies.

To get Mischievous Fairies, I created Fairy Ring, a day/night gainer that can always get MF, but will (generally) cost an Action to do so. If you save it for your Night phase, it gains an Action from the Supply, and topdecks it, but only if you have enough differently-named cards. There are some neat synergies here, as you can first use FR to gain MF, then use both (if you have them together) to set up collisions.



EDIT:
Submission updated (on the advice of Gubump) to fix Mischievous Fairies so they don't set aside Duration cards (which has tracking issues, and also allows a player to play a single copy of Hireling multiple times).

Old Version


It's unclear whether the set-aside card is discarded. Right now, you would permenantly lose the set-aside card. You could add a "discarding it" clause at the end of the card.

Since it doesn't say "leaving it there", the set-aside card goes into play.

290
Weekly Design Contest / Re: Weekly Design Contest #142: High Spirits
« on: February 08, 2022, 07:04:55 pm »
the problem I see is that Transfigure can gain colonies from the trash

Hmm… with transfigure it’s hard to get colonies in the trash in the first place. You have to luckily have them on top of deck when you play it, and play a second transfigure.

But with salt the earth it becomes ridiculous. Upgrade, too, and rebuild.
Is this risk worth restricting it to not gaining victory cards? Or an odd less than $8 clause?

Restricting it to non-Victories would be awful; nobody wants to risk losing 10 from playing their Transfigure. Less than is better, but still has the problem of people not wanting to Locust themselves.

291
Weekly Design Contest / Re: Weekly Design Contest #142: High Spirits
« on: February 08, 2022, 12:51:39 pm »
My submission:
                                                                                                           
Quote from: Mischievous Fairies
Mischievous Fairies • $3* • Night - Reserve - Spirit
Put this on your Tavern mat. Set aside an Action card you have in play face up (on this).

At the start of your turn, you may call this to play the set-aside card.
(This is not in the Supply.)
Quote from: Fairy Ring
Fairy Ring • $4 • Action - Night
If it's your Night phase, gain an Action card onto your deck costing up to $1 per differently named card you have in play (counting this). Otherwise, gain a Mischievous Fairies.
                                                                                                           

My submission is Mischievous Fairies. A mix between Ghost and Way of the Turtle (with the Reserve mechanic mixed in), it sets aside an Action card already in play, and allows a player to play the card at the start of one of their turns. While it may offer slightly more control than Ghost (both allowing the choice of cards in play and the choice not to play it at the start of each turn), it has a greater chance of missing (if drawn with no Action cards) and only plays the set-aside card once, rather than twice. And while the Reserve mechanic's ability to hold the card back until it is needed is great for cards that want collisions (making it like WotT), each turn you wait keeps both cards out of your deck.

There are 17 copies of Mischievous Fairies.

To get Mischievous Fairies, I created Fairy Ring, a day/night gainer that can always get MF, but will (generally) cost an Action to do so. If you save it for your Night phase, it gains an Action from the Supply, and topdecks it, but only if you have enough differently-named cards. There are some neat synergies here, as you can first use FR to gain MF, then use both (if you have them together) to set up collisions.

Mischievous Fairies has issues with Duration cards. As worded, you can e.g. play a Hireling and then set it aside with MF in the same turn.

292
Weekly Design Contest / Re: Weekly Design Contest #142: High Spirits
« on: February 08, 2022, 01:49:09 am »

293
Variants and Fan Cards / Re: Dominion: New World
« on: February 05, 2022, 01:37:00 pm »
I'd be interested in seeing a Secret History of this set.

294
Weekly Design Contest / Re: Weekly Design Contest #141: Seaside Revisited
« on: February 03, 2022, 07:56:50 pm »


I am confused when it says "put this into your hand." is it saying put Reconstruct into your hand or the newly gained card into your hand?

Also the when gain clause is a downside right? to delay getting this card for quite awhile

For one thing, I would've said "put it into your hand" if I was referring to anything but the Reconstruct itself, among other wording changes. "This" always refers to the card whose text it's part of. And yes, the on-gain is a downside.

So Reconstruct is basically every turn after you play the 1st one, get a free remodel? (assuming you have an action left over to play Reconstruct each turn)
The flavor could be adjusted to imply a more forever/eternal/never-ending process, and be more ocean theme for this contest. Maybe even make a reference to The Ship of Theseus, or any boat under constant maintenance.
Also am not convinced this is not just a project in a trench coat.

Needing to spend Actions to keep it going makes it not implementable as a Project.

295
Weekly Design Contest / Re: Weekly Design Contest #141: Seaside Revisited
« on: February 03, 2022, 05:41:38 pm »


"When you gain this, set it aside. Discard it after you next shuffle."

Does that fit better?

Yes, it does. Thanks.

296
Weekly Design Contest / Re: Weekly Design Contest #141: Seaside Revisited
« on: February 03, 2022, 05:33:58 pm »


I am confused when it says "put this into your hand." is it saying put Reconstruct into your hand or the newly gained card into your hand?

Also the when gain clause is a downside right? to delay getting this card for quite awhile

For one thing, I would've said "put it into your hand" if I was referring to anything but the Reconstruct itself, among other wording changes. "This" always refers to the card whose text it's part of. And yes, the on-gain is a downside.

297
Weekly Design Contest / Re: Weekly Design Contest #141: Seaside Revisited
« on: February 03, 2022, 05:02:46 pm »
I like it but it is far more swingy than Lookout. You don’t want to topdeck anything early so if you hit a good card it is like a Knight attacks plus a failed trashing attempt.

But if you're scared of this early you can always do the order "top deck a card, trash the top card of your deck" which turns the card into essentially +1 Action, trash a card from your hand."

That's pretty terrible considering that Raze also costs .

298
Weekly Design Contest / Re: Weekly Design Contest #141: Seaside Revisited
« on: February 03, 2022, 02:48:45 pm »


299
Weekly Design Contest / Re: Weekly Design Contest #141: Seaside Revisited
« on: February 01, 2022, 11:14:02 am »


I'd really like more cards that interact with the 3 mats of this game

The name Ferry is already taken by an official card:

300
Weekly Design Contest / Re: Weekly Design Contest #141: Seaside Revisited
« on: January 29, 2022, 10:54:40 pm »
Quote from: Admiral
Admiral
Cost: 5
Action - Duration

+1 Action
Now and at the start of your next turn:
+1 Card +1 Action +1 Buy
I would say this is probably very weak. It only nets +1 Action and +1 Buy, so it is pretty comparable to Worker's Village, except it gives the bonus next turn. I think it could probably cost 3 or 4

I think you misread it. "Now and at the start of your next turn." It's a Worker's Village now and a Lost City + Buy next turn. If anything, I think it's too good.

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