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Messages - Gubump

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351
Just played a game in which Lord Rattington used Scrap on a Province. This can sometimes be a good strategic decision, but I don't think this case was one.

I Scrapped a Colony in order to end the game once. It was the right decision.

354
Weekly Design Contest / Re: Weekly Design Contest #126: Seeking an Heir
« on: August 26, 2021, 07:38:18 pm »
Differently named Treasures again, I see... I started at counting all Treasures but couldn't be sure of balance.



I thought an Event would be less shuffle dependent, and that Potion cost was about right balance wise (as well as an extra different Treasure)

No image is showing up for me.

355
Weekly Design Contest / Re: Weekly Design Contest #126: Seeking an Heir
« on: August 24, 2021, 07:06:06 pm »
Submission


Quote

Woodsman | Action - Reserve | $4
+1 Buy
Put this on your Tavern mat.
-
When you play a card, you may call this to choose +2 Cards; or gain a card that costs up to $4
Heirloom: Lumber

Lumber Jack can be called immediately after your next card for a more expensive workshop that gives +1 buy. Or you can treat it like a +2 cards +1 buy which would be weak silk Merchant. If only you could line this card up for when you need it, so you can gain $5s with it. Well, you can! The power is you can choose to delay calling the card. You can choose to keep it on the Tavern mat to save a later turn, like a coin of the realm for cards. Or, you can wait until you play a Lumber, and now you can gain a card costing up to $5.

This card can be called in your Action, Buy, or Night phases. And this card can be called when it's not your turn. Thanks to Menagerie, there's a ton of cards that can be played out of your turn, like Black Cat. Good thing that both the actions you can take when you call it are easily trackable even if it's not your turn.

The card has to cost at least $4 because it is almost strictly better than workshop (except for a turn where that is the last action card you have to play and you have no treasures).

As always, open to feedback.

Woodsman should either say "you may first call this..." or "whenafter you play a card..." to make it clearer whether it triggers before or after resolving the played card. The latter allows you to call it immediately, so if that isn't intended (I assume it's not based on your commentary), then you would also have to say "after you play a card other than this..." I assume it's intended to be before resolving, though.

356
Weekly Design Contest / Re: Weekly Design Contest #125: What's the Draw?
« on: August 24, 2021, 05:07:21 pm »
This was a tough one!  I'm posting the results now to minimize the delay in getting the next contest up, but I will post detailed feedback on the submissions later tonight.

Honorable Mentions:
Gardoomalion's Clock Tower
emtzalex's Rework
Xen3k's Flower Garden
DunnoItAll's Interest/Savings
stechafle's Spiral Staircase

Runners-up:
Aquila's Repository
X-tra's Commander

WINNER:
Gubump's Arcade

I don't know about everyone else, but I am still interested in seeing your comments on people's cards.

357
Variants and Fan Cards / Re: New mechanic: Modifiers
« on: August 24, 2021, 03:49:04 pm »
Ice Crown needs rewording; as it is currently, it ignores +Actions forever, which is obviously accidental. Here's my wording suggestion:
Quote
+2 Actions
After you finish playing this card, ignore any further +Actions you get for the rest of this turn.

358
Weekly Design Contest / Re: Weekly Design Contest #126: Seeking an Heir
« on: August 24, 2021, 01:27:35 am »


Here's my entry for this week. Road is a cheap cantrip that along with your other Roads allows you to gain a single card per turn with a variable cost based on how many Roads you got into play that turn (I think the "Once per turn" language correctly achieves this effect, but let me know if it doesn't). With just one in play, you can usually only gain a Copper, but if you collide it with your Shortcut, you can gain another Road. Later, you can chain together more to gain an engine piece or even a Province if you have a long enough Road. The Shortcut essentially stands in as another Road, along with some of the usual cost reduction shenanigans.

You only discard "this" once per turn anyway, so I don't think this wording quite works. I'd suggest this wording:
Quote
+1 Card
+1 Action

Once per turn, when you discard a Road from play...

Also, important question: Is it intentional that playing 3 roads gains you a (because it triggers after the discard)?

359
Weekly Design Contest / Re: Weekly Design Contest #126: Seeking an Heir
« on: August 23, 2021, 09:11:29 pm »


Quote
Port Clerk - $5
Action
+1 Buy
When you play a Treasure card this turn that you don't have a copy of in play, +$1.

Quote
Quill - $3
Treasure - Heirloom
Cards cost $1 less this turn.

Port Clerk is a terminal super Merchant. The money from a Port Clerk can scale pretty quickly with additional Treasures in the Kingdom and with things like Counterfeit, so I think the $5 cost is warranted. Not sure if the sentence structure for Port Clerk is correct. Feedback is appreciated.

I think it would read more cleanly if "this turn" came first, like so:
Quote
This turn, when you play a Treasure you didn't have a copy of in play, +.

360
Weekly Design Contest / Re: Weekly Design Contest #126: Seeking an Heir
« on: August 23, 2021, 03:17:16 pm »
Yeah, the big is mostly a lil' thing I like to do. I know non- yielding Treasures don't need it, but idk. I enjoy seeing that big fat on Treasure cards. A quick reminder that you're not getting straight from it. It's mostly a personal thing, I'll admit.

Fair enough; it matters a lot less for this Treasure since it isn't a wall of text like HoP is.

361
Weekly Design Contest / Re: Weekly Design Contest #126: Seeking an Heir
« on: August 23, 2021, 01:05:57 pm »
Pretty quick entry this time, but I am feeling inspired, soooo... here we go!

     

Spectacle, played after Fireworks, allows you to pull some neat tricks. For instance... Workshopping more Spectacles! Or if you've drawn deck, then you can "gain and play" the card(s) you bought this turn.

Spectacle might be too strong, idk. I briefly considered giving it a cost. Anyway, lemme know if it's too powerful or something.

Fireworks doesn't need the big . See current HoP:

362
Weekly Design Contest / Re: Weekly Design Contest #125: What's the Draw?
« on: August 23, 2021, 11:03:48 am »
This was a tough one!  I'm posting the results now to minimize the delay in getting the next contest up, but I will post detailed feedback on the submissions later tonight.

Honorable Mentions:
Gardoomalion's Clock Tower
emtzalex's Rework
Xen3k's Flower Garden
DunnoItAll's Interest/Savings
stechafle's Spiral Staircase

Runners-up:
Aquila's Repository
X-tra's Commander

WINNER:
Gubump's Arcade

Thanks! The next contest has been posted.

363
Weekly Design Contest / Weekly Design Contest #126: Seeking an Heir
« on: August 23, 2021, 11:02:33 am »
Contest #126: Seeking an Heir

Design a card that uses the following Heirloom:



As in the last contest I hosted, please do not submit any cards you've previously posted on the forums. Also as before, my judging criteria will focus on balance, playability, fun, and creativity.

A couple of important notes: You'll notice that the Heirloom does not have a name; this is to avoid narrowing the namespace for submissions. Please give the Heirloom a name along with your submission. Lastly, feel free to give the Heirloom a different cost than the cost I chose; it's probably not super important for balance (depending on your submission, of course), but I'll assume it costs for all entries unless otherwise specified.

Without any further ado, good luck and have fun designing!

364
Weekly Design Contest / Re: Weekly Design Contest #125: What's the Draw?
« on: August 13, 2021, 06:43:54 pm »


Farm Cellar
Action - $5
+1 Action
Reveal cards from your deck until you reveal an Action or Treasure.
Put all the revealed cards into your hand.
Discard any number of cards from your hand to draw that many.

So basically it's the draw of Farming Village, but you keep all the cards instead of discarding the ones you weren't looking for, and then a Cellar. The more Curses and Victory cards you have, the more it draws, though you're still more likely to end up with a bad card after the Cellaring in decks like that.

This is too strong. Cantrip Cellar is already a really strong or possibly even a decent ; Hunting Lodge is all or nothing and gets worse with a large handsize. Cantrip Cellar lets you pick and choose which cards you discard and gets stronger with a larger handsize. That makes up for being a Cantrip instead of a Village if you ask me. And this is significantly better than Cantrip Cellar.

365
Weekly Design Contest / Re: Weekly Design Contest #125: What's the Draw?
« on: August 13, 2021, 01:53:48 pm »
v0.2: Dropped price to as suggested on Discord.

Gubump, the card image has a cost of $3 so I'm not sure where the typo is.

Thanks, the image is correct. The typo's been fixed.

366
Weekly Design Contest / Re: Weekly Design Contest #125: What's the Draw?
« on: August 13, 2021, 12:59:10 pm »



Usually caps at Hunting Grounds (+Cards, +Actions, +Buys, +$), but occasionally can reach +7 Cards (+VP, +Coffers, +Villagers). Pretty hard to get it to reach the cap though.

Version History
v0.1: Initial version
v0.2: Dropped price to as suggested on Discord.

367
Weekly Design Contest / Re: Weekly Design Contest #125: What's the Draw?
« on: August 13, 2021, 12:27:27 pm »
WDC #125: What's the Draw?

Rules:
  • Design a card-shaped thing that draws a variable number of cards that is not a draw-to-X card
  • For the purposes of this week's contest, binary will not be considered to be "variable".  What I mean by that is that cards like Shanty Town (that draws either 0 or 2 cards), Menagerie (that draws 0 or 3 cards), or Conspirator (that draws either 0 or 1 card) would not qualify.
  • As mentioned above, draw-to-X cards like Library, Watchtower, and Cursed Village would not qualify
  • Your submission can be a non-supply card (in which case you should also submit a supply card or WELP which works with the non-supply card)
  • If your submission is a split pile, only one of the cards needs to meet the contest criteria
  • Your submission can be a WELP*
  • Please do not submit any Traveller lines or mixed piles
  • Official cards that would qualify include Crossroads, City Quarter, and Madman
The deadline will be Friday, August 20th at 11:59PM ET.  I will judge over the weekend and aim to post results on Sunday, August 22nd.  It is possible that I will only post the winner and runners-up so that the next contest can start and will provide detailed feedback on the remaining entries later in the week.

*I'm not really sure how you would design a Landmark that fits, but I'm prepared to be surprised

1. Menagerie draws 1 or 3 cards, not 0 or 3.
2. I assume cards like faust's Geographer from the DtX contest that are DtX but have X as a variable number don't qualify either?

368
at the end still some inspiration:

Hooligans $3
+1 action
+1 card
Every opponent shows their hand and then discard their highest cost card, then draws an card.
+1$ if an card that cost 5 or more is discarded.
I have a Scrying Pool, a Fortune, a Colony in hand. Which is the most expensive card?
"
http://wiki.dominionstrategy.com/index.php/Potion
"P is orthogonal to $ in a cost; thus, although a card with a cost of $XP is considered to cost "more" than a card costing $x or less with no P, costs of, e.g., $4 and $3P are incomparable—neither is more or less than the other. Many trash-for-benefit cards whose effects depend on a card's cost only consider the cost in $ and ignore P; most Workshop variants can't gain cards with P costs at all."
http://wiki.dominionstrategy.com/index.php/Debt
"A cost in D is orthogonal to a cost in a $; cards with D in their cost do not cost less or more than cards with a $ cost. D and P are similarly not comparable."

In "Highest cost" the alternative payment methods are not taken into considiration. That should also be true for this card.
So the Colony

Except your card doesn't say "highest cost in ," it just says "highest cost." Highest cost between Colony, Scrying Pool, and Fortune is undefined, because as what you quoted says, those 3 costs cannot be compared.

369
Variants and Fan Cards / Re: Fan Mechanics Week 17: Idle Hands
« on: August 11, 2021, 01:46:55 pm »

This is strictly better than Smithy (if you Throne the Idle Hands the net effects are -1 Action +2 Cards which is the same as Smithy).

1. Play the Liege from your hand, you're down to 4 cards in hand.
2. Gain an Idle Hands to your hand. You have 5 cards in hand.
3. Play the Idle Hands from your hand; you have 4 cards in hand before resolving.
4. After resolving both plays of Idle Hands, you end up with a handsize of 6.
It's only +1 to handsize, not +2. It's a Moat variant, not a Smithy variant.

370
Royal Carriage (or any throner) + Hunting Lodge + Way of the Chameleon

You can Chameleon a Hunting Lodge to discard your hand for +$6, then replay it normally and draw back up to 5 with a bunch of actions to spare. Pretty neat!

I managed to pull off this combo with Scepter once. Then you don't have to worry about potentially discarding anything useful, since you can just play the Scepter last!

371
This is a conditional Lab, not a conditional Cantrip.
I'm not sure by what definition a Lab wouldn't also be a cantrip.

I guess it depends on your definition of Cantrip, but it also just seems weird to me to understate it as a mere conditional Cantrip vs a conditional Lab.

372
Gubump: Collector ⑤ (gives all 3 vanilla bonus token-cards, takes one from everyone else or Curses them)

Just a clarification, Collector doesn't steal tokens/cards, it just makes people lose them (you probably realized this, I'm just clarifying because of the word "takes"). Also, it costs , not .


Inquisition
$5 - Action - Attack
+2 Cards
Each other player with 4 or more cards discards a card.
The player to your left names a card. You may play an Action card from your hand other than the named card.

Conditional cantrip (the opponent can try to evade it naming a card that would break the chain)

This is a conditional Lab, not a conditional Cantrip.

373
  • Design an Heirloom for a Kingdom card created by the judge.
  • Design a Kingdom card for an Heirloom created by the judge.

374
Quote
Witch's Hat
Action-Attack-Looter
Cost 5

+1 Card
You may play an Action Card. Each other player gains, if played Action cost...
... - : A Curse
... - : A Ruins
... +: A Ruins in their hand.



Witch's Hat is a сantrip junker, the power of which depends on your next Action. Witch's Hat goes well with cheap Actions and combines badly with other Witch's Hat. Witch's Hat deals nicely with those Ruins, that you got from other Witch's Hat and gives other players a Curse in return. Witch's Hat sucks, when it's the last Action in your turn.

Got the wording from Iron Maiden http://forum.dominionstrategy.com/index.php?topic=9231.0

This needs to specify that the played Action comes from your hand.

375


Here's my entry this week. Prisoner is a Night-Duration-Attack card that "imprisons" an Action or Treasure from your hand and plays it next turn, while forcing other players to discard a card when they play copies of it. This is another one of my old cards that I've revised for this contest: the original was a terminal Action and ended up being very weak. As a Night instead, Prisoner gets the non-terminality it needs to make it useful while also letting you save dead-drawn Actions. There's an interesting relationship between how strong the attack is vs. how strong the next turn effect, with both varying a lot by what you aside (e.g. Copper, especially in the early game vs. an okay Action your opponent has a lot of vs. a strong Action your opponent has only one of).
I'm not completely sure how "first, discard a card" works. You would have to have already selected and shown the card you want to play, right? So you can't discard the card that you're going to play? What happens to the card I want to play if I discard a Village Green and play it as Way of the Mole?

Same way Diplomat's "first reveal this..." and the +1 Card token's "you first get +1 Card" effect work. The card you play goes into play, then before you start resolving it, you discard a card.

Essentially, even when you put a card into play, the game's rules consider you to not have even started playing it until you start following its instructions. Otherwise, Diplomat would need to be revealed before Attacks go into play (i.e. they'd require you to be psychic), and the +1 Card token would give you the +1 Card before the card goes into play (which lacks accountability).

"When you play a card, first do X" is basically shorthand for "when you play a card, before following its instructions, do X." And like other "first" effects, you'd discard a card before you even make the decision of whether to use a Way or not.

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