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476
Weekly Design Contest / Re: Weekly Design Contest #113: Power Up!
« on: April 30, 2021, 10:29:18 pm »

My Submission:

   
Hunter
$3* – Action

Quote

+2 Cards
+1 Card per empty Supply pile.

     You may trash this to gain a card     
costing up to $1 more than it.

---------------------------

This costs $1 more per
empty Supply pile.


I do like the idea of these cards that "power up" costing more based on the power up, like Community and Hunter as I think it makes an interesting decision on when to buy - getting them early when they might be weak, but at a discount, for their later powered up state. So you've got my vote there.

But I might suggest trying to avoid being strictly better than any of the official cards during any of the "ages" of the card;  i.e. In Hunter's case, with one empty supply pile, it is is "strictly better" than Smithy.

You mean like how City is strictly better than both Laboratory and Lost City when Supply piles are empty?

477
Variants and Fan Cards / Re: More Dominon Fan Card Ideas
« on: April 30, 2021, 09:09:54 pm »
Although I like the flavour of it, Key to the City looks nearly strictly worse than Bazaar.
Booming Town feels like an official card. Sure, it does not reinvent the wheel but which village actually can nowadays?

Key to the city can't be drawn dead. Bazaar can.

That's a pretty small benefit considering that Key to the City is a Peddler instead of a Peddler + Village for the same cost. Not to mention that its "+1 Action" effect is worse than an actual +1 Action, since it doesn't let you continue your Action phase.

478
Weekly Design Contest / Re: Weekly Design Contest #113: Power Up!
« on: April 30, 2021, 02:38:21 pm »
Market Dealer $3 Action
+1 card +1 coin
If you have 4 or more cards in play +1 card per card over 4.

I'm pretty sure this doesn't qualify.
  • The activation should be irreversible in most cases and not based on transient conditions.
  • All copies of the card should be activated for all players once the specific trigger is met.

This fits neither of those qualifications. This uses a transient, player-specific condition similar to Conspirator, which was specifically listed as an example of something that doesn't qualify.

479
Weekly Design Contest / Re: Weekly Design Contest #113: Power Up!
« on: April 28, 2021, 10:53:47 pm »

480
Weekly Design Contest / Re: Weekly Design Contest #113: Power Up!
« on: April 28, 2021, 10:41:29 pm »
Works are on a mat, shared by all players. There are six spots, when you do the thing a spot describes, you immediately mark that spot (with coin tokens or what have you; sharpie if you hate having nice things). Sorry I didn't have time or mental bandwidth to fire up photoshop on this one, but the spots are:

• Play three Treasures with different names in the same Buy phase
• Buy two cards in one turn
• Buy a Gold
• Buy a Duchy
• Play five Action cards on the same turn
• Play three Infrastructure on the same turn

So they're like Asper's Feats, then?

481
Weekly Design Contest / Re: Weekly Design Contest #112: Steal the Show
« on: April 28, 2021, 02:53:56 pm »
But for evaluating the strength of a card, I would mainly consider the non-mirror

I would consider cases that one would actually reasonably expect to happen. Sure, if your opponent's throwing the game--I mean, not buying Knights--then your Knights are better than a non-gaining Dark Knight. But upwards of 99% of the time, you AREN'T going to be playing a non-mirror! You generally want to mainly consider the vast majority case, not the stars-aligned-under-a-blue-moon case.

482
Weekly Design Contest / Re: Weekly Design Contest #112: Steal the Show
« on: April 26, 2021, 07:20:58 pm »


I believe the wording is necessary to stop you from gaining cards form weird places (like your opponent's hand)

I think the stop-moving rule would apply without that wording, e.g., you trash a Fortress, it goes back into your opponent's hand, Extortionist expects to find it in the trash, and since it doesn't find it there it can't gain it.  But I could be wrong

mxdata is correct, stop-moving rule causes you to fail to gain it if it isn't in the trash via e.g. Fortress. Therefore it doesn't need to say "from the trash."

483
Variants and Fan Cards / Re: More Dominon Fan Card Ideas
« on: April 26, 2021, 01:14:04 pm »
I would recommend wording Hanging Gardens like Royal Carriage: "After you play a card, if it's still in play, you may Exile this from your hand to replay that card."

484
Variants and Fan Cards / Re: The Shael's Archive
« on: April 26, 2021, 02:59:11 am »
Every cards that I've post somewhere on this forum are repertoried here.

I would like to request that you please either rephrase this, or refrain from posting other people's cards here. While we can see the creator and artist credits for most of these cards on the cards, this phrasing makes it sound like you made all these cards, which isn't true. Especially since I recognize Floodgate as one of LastFootnote's cards from his Enterprise fanspansion, but it isn't credited as his.

On an unrelated note, you have Cauldron duplicated for some reason.

485
Variants and Fan Cards / Re: Dominion: New Dawn (a fan expansion)
« on: April 23, 2021, 01:22:37 am »
“Start of turn” effects can include playing a card (Captain), giving you coins for this turn (Raider), gaining a card (Cobbler), and many other effects.  When you are instructed to play a card in this phase of a certain Type (e.g. an Action card with Captain, or a Gold card with Reap), it is temporarily considered to be the phase when that Type of card would normally be played, for the purposes of resolving any effects which depend on a particular Phase.

I play Crown at the start of my turn. Is it my Action phase or my Buy phase? Both phases are when its "type of card would normally be played", as it is both an Action and a Treasure.

I believe I remember reading somewhere that "Start of turn" is considered part of your Action phase, currently.  So for the purposes of this expansion, I wanted to make it explicitly clear that Start of turn can take on the effects of any phase, depending on what card (or type of card) is being asked to be played at that time.

Right, but Crown can be played either during your Action phase or your Buy phase, so with this ruling, it's unclear which one of those phases it is while a start-of-turn Crown is being resolved. Which makes a difference in what Crown does.

486
Variants and Fan Cards / Re: Dominion: New Dawn (a fan expansion)
« on: April 21, 2021, 10:27:11 pm »
“Start of turn” effects can include playing a card (Captain), giving you coins for this turn (Raider), gaining a card (Cobbler), and many other effects.  When you are instructed to play a card in this phase of a certain Type (e.g. an Action card with Captain, or a Gold card with Reap), it is temporarily considered to be the phase when that Type of card would normally be played, for the purposes of resolving any effects which depend on a particular Phase.

I play Crown at the start of my turn. Is it my Action phase or my Buy phase? Both phases are when its "type of card would normally be played", as it is both an Action and a Treasure.

487
Weekly Design Contest / Re: Weekly Design Contest #112: Steal the Show
« on: April 21, 2021, 03:34:05 pm »
As worded, Clutter lets you gain the entire Village pile, since it both triggers on-gain and causes gaining.

488
Weekly Design Contest / Re: Weekly Design Contest #112: Steal the Show
« on: April 20, 2021, 10:28:00 pm »


Quote
Bodysnatcher - $4
Night - Attack - Reaction - Fate
+1 Coffers
Take a Boon. Receive it now or at the start of your next turn.
----
After another player plays a non-Duration Action card, you may trash this from your hand, to trash that card. Then, gain to your hand an Action card from the trash.

A one shot Reaction that steals an Action card. Otherwise, it is a slow Night card that gives you a Coffer and a Boon. It may be overpriced, but I was worried about making a card that can steal any cost of Action card too cheap. It will have an interesting effect on boards that have very appealing expensive Action cards as stealing one would be a pretty big swing. I appreciate any feedback or criticism.

Edit: Changed the below line text to not use the exchange wording.

Old Version


This doesn't really work as an Attack type, since cards that care about Attacks care when an Attack is played, and Attack cards attack when played. This attacks when you react with it, not when you play it. It shouldn't have the Attack type for the same reason Ill-Gotten Gains doesn't have the Attack type.

489
Weekly Design Contest / Re: Weekly Design Contest #112: Steal the Show
« on: April 20, 2021, 05:35:19 pm »
I think the better solution is to just not use Prince or Reap on Beguiler boards. I think it's fine to allow those interactions. It's not any more broken than Swindling Province->Peddler or Province->Prince.

490
Variants and Fan Cards / Re: Dominion: Alchemy Reforged!
« on: April 15, 2021, 01:06:09 pm »
Magnum Opus:
The great work, the alchemist's dream, the pinnacle of human achievement, it's what we have been building up to all this time. This the final project does the impossible, turning Potions to Gold.  With some preparation and investment, Golds can be yours for the rest of the game for the low price of $4 instead, making them significantly more enticing.

I gather from the paragraph about Magnum Opus that it lets you do this with any number of Potions each turn? I think Magnum Opus' wording could be clearer, as just looking at the wording, it's ambiguous as to whether it works on all Potions or just once a turn (especially since it says "a" Potion), and it also doesn't specify timing. Something like:
Quote
When you play a Potion, you may ignore its instructions for +.

491

My Submission:

Sentinel
– Night - Duration
Quote

Look at the top 3 cards of your
deck. Discard any number,
taking for each. Put the rest
back on top in any order.

At the start of your next turn,
   +1 Card per taken with this.   


Notes
When a Sentinel doesn't discard any cards, no is taken and that Sentinel is discarded in the same Clean-up phase.

Tracking of how many have been taken due to discarding cards by a Sentinel can be simply done by adding them to the Sentinel card until next turn. This way, they can be easily distinguished from taken by other means.
You may want to find a wording that lets this still be useful when you have less than 3 cards in your deck.

Do you mean less than 3 cards between your deck and discard pile, or literally "less than 3 cards in your deck"? Because you do get to shuffle if there are fewer than 3 cards in your deck but more cards in your discard pile. See Sentry and Cartographer.

492
I'll allow it. However, I think this does allow an infinite loop. I play two highways, then I play Freak. I choose BoM. I choose Freak. I choose BoM. This is possible because the first BoM hasn't finished resolving yet, so there is no counter on it. You may need the Command type and non-Command clause after all.

If you have two Highways, then Freak costs and BoM costs . Freak can play BoM, which cannot play Freak, same as without cost reduction. There is no infinite loop with Freak + BoM. They both only play cheaper cards, and it is mathematically impossibly for two cards to each cost less than the other. There is, however, a loop with Freak + Captain + cost reduction.

493
Updated Collector 1 last time
So with the current version, once you are through the Coppers, the other dude Exiles your best cards

You get to choose which cards you Exile. You can still Exile bad Actions even after running through all your Coppers. The player to your left only decides which card you play from Exile, not which card you Exile.

494
New entry, wansnt happy with the earlier entry



A mixture of Prince and captain, with a bit of thinning.

Edit 1:

Wording fixes. (thanks CRLUNDY and S-SMARTS for pointing out loops and such.)


Edit 2: Segura thought it was too strong, so i nerfed collector: now the player to your left chooses what card you play with Collector. You may then trash the card that was played with collector


This version is still strictly better than Prince by a lot (at least the first copy), unless some other card forces you to Exile cards: You can just keep a single card in Exile, giving the other player no choice. Even without the extra trashing option, this should cost more than Prince.

You leave the played card in Exile and have to Exile a card from play every turn. Unless you plan to play just one card per turn, you can't "just keep a single card in Exile, giving the other player no choice."

495
Variants and Fan Cards / Re: New Weekly Contest: Fan Card Mechanics
« on: April 05, 2021, 02:14:49 am »
Actions are a resource in a Dominion that you can spend. It makes absolutely no sense to have negative Actions. You can only spend resources that you actually have.

And you're free to have your cards follow that rule if you wish. As of now, there is no ruling one way or another on whether Actions or Buys can go negative, so you can't really say whether it makes sense or not if there's no precedent. Actions are only a counter after all, and there's nothing inherent to them that demands non-negativity.
None of the 4 basic resources of the game can become negative. It is common-sensical, you can only spend stuff that you have.
Coins also cannot become negative, Debt is a totally different mechanism.

I'm not sure what your concern is, of course none of the 4 basic resources go negative in the base game, that's the entire point of fan mechanics. If it were already part of the game, then we wouldn't be discussing it here. Coins and the like cannot become negative because there are no cards with negative vanilla bonuses, that's the entire point of this contest. And regardless, the possibility of negative actions doesn't mean you can continue to use actions while negative to become even further negative. If you have 0 or less actions, you can't play any actions. Your statement "you can't spend what you don't have" isn't applicable here. None of these fan cards allow you to do that.
So your card implies that you can once go under zero with Actions but once you are in the negative realm you cannot play another card with -Actions.
Dude, that’s hyperunintuitive.

Spend X Actions is a fine mechanism. -X Actions with some weird „you can go once below zero but once you are you cannot play other -X Action cards“ rule is not.

Think about when you would go below zero. I never stated my card allows you to go below zero once. The rules around my card were "Do what the card says. If you do not have 1 or more actions afterwards, you cannot play another card", just like any other card. If you play a -1 Action card, that means you had 1 action, and were thus allowed to play a card, now having 0, do what the card says, and now have -1. You cannot play another action. It's exactly the same as playing any other terminal. You are not "allowed to go below once and then not again", you are simply allowed to play any action card if you have 1 action available, and if you are at 0 you can't play an action card period. It would be less intuitive if you couldn't play a -1 Action card while having 1 action. And anyway, the only time it matters whether or not you have 0 or -1 is when it comes to how many villagers you need to get back to 1 action. Once again, you are free to implement it however you wish.
Dude, you explicitly said that Steel Foundry means that you can end up with -1 Action and you just said it again. So according to you you can most definitely go below zero with the Action counter.
My point is that this is a total mess rule-wise (gee, the very fact that we have this discussion shows this). It makes far more sense to implement it Storyteller-style as „spend an Action“ which means that you need two Actions to play Steel Foundry.

Spending resources is cool, it is a basic mechanism familiar to anybody who plays Euros. But being able to spend stuff that you don’t have, man, just no. There is no precedent for this in Dominion, it will lead to quite some confusion and it also makes the card itself behave very weird (no idea about why you sting to it, all it achieves is make the card better suited for money).

Yes, Steel Foundry does make you end with -1 Action if its the only card you play. What I was countering is your supposition that it only allows you to go negative *once* as if that were a special rule, which you were implying. Why would it make more sense for some Actions to take 2 to play but most to take 1? There's no precedent for that either. And anyway, why are you using precedent to justify what does or doesn't make sense on a competition that's literally about fan mechanics. There's no precedent for anything we do here, by definition. Being able to go negative on a resource is not so outlandish a concept that it doesn't appear in other games. And once again, you aren't spending what you don't have, you are simply following the cards instructions. If you look at my original post, I also have Stock Exchange, which *does* ask you spend Actions, and for *that* card, you can only spend Actions that you have. I agree that for a story-teller type card, you shouldn't be able to spend more than you have. But -1 Action as a vanilla bonus isn't spending anything, it's updating a counter. That's why it doesn't say "Spend an action, you may go negative."

You keep interpreting it as something that it is not, and that's fine, you are free to make your own card that does work the way you want it to. That's the point of this contest, I never said you have to treat -1 Actions the way I did, nor that I was biased to my own implementation. If you submit your story-teller style smithy variant, I will gladly judge it on its merits and not consider the way you decided to implement -1 Actions as any way inferior to my own. At the end of the day, this is a fan card, and a fan card mechanic, and like the English language, their our know rules.

While I mostly agree with you, I would like to point out that Poor House gives - and cannot go negative, which makes it somewhat unclear just by looking at the card whether you can go negative on Actions or not (which usually doesn't matter; I believe Villagers and CotR are the only cases where -1 vs 0 Actions makes a difference). I would therefore recommend specifying on the card itself: "-1 Action (you can go below 0)."

Also, one rules question I just thought of: What happens if you have negative Actions and Diadem? Does Diadem's extra effect give -? Or does Diadem still give total? And if it loses because of KC/TRing Steel Foundries, can you go negative simply because neither specifies that you can't go below ? And if so, what happens with Poor House? If you play Poor House when you're at - and Poor House wouldn't give net +, would it still raise you to because it does specify that you can't go below ? And does it make it so that you can't go below for the rest of your turn, or just for its own effect?

496
Variants and Fan Cards / Re: Contest #6: Spend, spend, spend!
« on: April 01, 2021, 07:52:56 pm »
Fan Card Mechanic Contest #6: Spend, spend, spend!

Alright, you've heard of -1 card tokens, you've heard of spending coin for cards, now get ready for spending Actions and Buys!
The theme for this week will be -1 Action and -1 Buy, up to you how you would like to implement it. Straight vanilla bonus or -1 token, you set the rules. You can even include spend for benefit. Be explicit about details. If vanilla, do you go negative at 0, interaction with villagers, etc. If tokens, do they work like the -1 card and coin token, when are they returned, etc.

Here are some implementations of the concept as examples by myself and others:

   

In my implementation in Steel Foundry for example, your Action count can go negative, and thus you'd need to spend 2 villagers to play another action card, but you are free to implement a "not-less-than-zero" approach. Stock exchange is another from my Industrialization fan expansion. Savings is an implementation by X-Tra. You can read the secret history for Workshop here to see an implementation of -1 Buy that Don X. considered. An example of a token version of the concept can be seen with Aquila's exhausted token here, which removes one Action from your pool immediately once you have a non-zero number available. You could alternatively have it instead ignore your next +Action, ala Snowy Village, your choice. 

I personally take a liking to well-chosen theme and card art, so card images would be greatly preferred, though of course not required. Feel free to include multiple cards to illustrate your concept further. The contest window will be closed April 8th at 8:00 AM PST, and I will attempt to have the judgement out by that day's end. Good luck and happy fan carding!

Question: Has there ever been a ruling on exactly when your Action count resets, whether it's at the end of Clean-up or at the start of your next turn?  There's a card with -1 Action that I'm considering that could be played as a reaction on another person's turn, so the count of Actions on other players' turns becomes very relevant here

Caravan Guard shows that +1 Action has no effect outside of your turn, so I'd assume the same would be true of -1 Action.

497
Variants and Fan Cards / Re: Dominion Card Image Generator
« on: March 31, 2021, 12:59:52 pm »
Hi Folks, sorry for the issues.
The reason was indeed because of the cors-anywhere server I've used, which allows the generator to load and embed arbitrary resources from external websites, like the images and the fonts.
I have now set up my own server for this and it should run more reliably now.

Thanks to DunnoItAll for the temporary solution in the meantime!

Font issues are back again, and since the cors-anywhere server is no longer being used, DunnoItAll's temporary solution no longer fixes it.

498
Variants and Fan Cards / Re: Money Bags
« on: March 18, 2021, 01:08:59 pm »
Pilgrim's Route is weaker than TR yet costs more.

I disagree. First, there's the MB option to trade a coin for a Action, which you get to decide on after the effect has resolved for a second time (allowing you, for example, to replay a Smithy instead of a Village, knowing you won't draw Actions dead). More importantly, Pilgrim's Route can replay the card that drew it. I certainly have had the frustrating experience of playing a cantrip as the last Action card in my hand and drawing a TR or KC. The fact that this avoids that is non-nominal improvement.

(Whether it justifies going $4 to $5 is a different question, but I don't think you could price this the same as TR).

The more important comparison is Royal Carriage. Pilgrim's Route is almost strictly worse than Royal Carriage.

499

I have modified my submitted card (updated in my original post):


   
Revenant
$2 - Action
Quote

+2 Actions
+1 Buy

  You may set this aside. If you
    do, +1 Card per empty Supply   
pile and return it to the Supply
 at the start of Clean-up.
--------------------------
Setup: 3 copies per player.


Minor functions: A cheap card that can provide Actions and an extra Buy, features important in many Kingdoms and player’s decks that should not be undervalued.
Revenant can be activated for additional card drawing when Supply piles are empty.

Main function: The ability to manipulate how many Supply piles are empty and thus, having some control over ending the game via 3 empty piles. This can be achieved by gaining Revenants, and by playing and returning them or not.

A note to the tactical use:
A player, who wants to force ending the game by 3 empty piles, or who just wants to have an empty pile for activating other cards (e.g. City, Paddock) tries to empty the Revenant pile or, if already empty, wants to keep it empty by not returning their Revenants to it. On the contrary, a player, who does not want to end the game via 3 empty piles or who does not want to activate other cards, tries to avoid an empty Revenant pile.
Additional options to manipulate the Revenant pile are trashing, remodeling, Exiling (particularly interesting), and (in a few cases) gaining Revenants back from the trash as well as cost reduction of cards.

Too easy to forget to return. Encampment wording, or immediate returning is better, I suppose.

It does use Encampment wording, though...

500

I think you have some of the greater than/less than symbols backwards. Fishing Village w/o Duration effect is worse than Fishing Village, not better (in fact, it's < because it's strictly worse than Squire as well). Likewise Upgrade without the gain is worse than Upgrade, Highway without +1 Card is worse than Highway (although Aquarius isn't strictly worse than Highway due to being Thronable), and pure Peddler is strictly worse than several s (Market, Artificer, Treasury, etc.).

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