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Hinterlands 2E will follow a few weeks or so after Prosperity 2E. I don't have a more precise expectation yet. It will have 9 new cards and an update pack with them, like Seaside and Prosperity.

It seemed fun to let some people find out from the Seaside 2E rulebook.

Do you have plans for when Hinterlands 2E will be previewed yet?

Variants and Fan Cards / Re: Fan Card/Expansion Recommendations
« on: May 29, 2022, 11:52:07 pm »
I don't have a thread for it yet, but I do have a weebly for a fan expansion I'm working on. It is, however, far from complete, both in terms of how many cards are in the set and how much the cards already there have been playtested.


Replaces Contraband, naturally.

Royal Galley + Groundskeeper

umm what is annoying about a +1 card/Action an +1vp bonus on the second turn?

For the first turn, it's set aside and not in play.

Rules Questions / Re: Sorcerer attack with empty deck
« on: May 27, 2022, 03:55:15 pm »
Bounty Hunter's "undefined" thing here produces: Bounty Hunter does not give +$3; Sorceress fails to Curse; Sorcerer does not Curse; Giant does not Curse. That's not so bad.

I have to beg to differ with this part. "Otherwise" is essentially shorthand for "if that if-statement was not true." In Giant, that if-statement was evaluated to be undefined, which is in fact not true, thus Giant curses.

My Submission:

Grand Workshop • $7 • Action
Gain a card costing up to $5. If the gained card costs less than $4, +1VP.

My submission is Grand Workshop, a strong gainer (up to $5), which provides a VP token if you gain a card that costs $3 or less. Touches on Prosperity's themes/motifs of $7 cards, much stronger versions of basic cards (Grand Market, Expand, King's Court), and VP tokens.

I think it would be better phrased as "if the gained card costs up to , +1." It means the same thing but is less prone to misreading/misunderstanding.

Dominion General Discussion / Re: What cards do you ban and why?
« on: May 25, 2022, 06:47:25 pm »
My banlist:

Chariot Race: One of the two most tiltingly-swingy cards in the game imo. It would be WAY better if it discarded the opponent's card so that you don't just get 5 free VP just because your opponent had a Copper on their deck once. It might even not be on my banlist if that were the case. But keeping the same competition for the entirety of a given turn gives it the dishonor of being my most hated card in all of Dominion.

Rebuild: The most boring official card ever made.

Tournament: The other of the two most tiltingly-swingy cards in the game.

Torturer: Makes games too torturous. Fitting for the name.

Mountebank: Same reason as Torturer.

Tax: Serves no other purpose than slowing the game down and giving a disadvantage to the first player, that's imo worse than the advantage they normally get.

Mountain Pass: Easy to forget it exists, until someone buys the first Province and then it suddenly creates an overly-lengthy pause in the game while everyone thinks about how much to bid and is very easy to get wrong and screw yourself over.

Beep boop

Fallen City
Action Duration Attack, $5
At the start of your next turn, +2 Cards +1 Action.

Until then, at the start of another player's Clean-up phase, you may combine a Burden with an action card they would discard from play.

Action, $1*
+1 Card
Discard two cards.

(this card is not in the supply)

There are Thirty Burdens in the Non-supply, +10 for each additional player

Where does the non-Burden card come from here? Do you take it away from the player who would discard it, or do you get a copy of it from the supply and use that?

I assume the intent is that the opponent combines their to-be-discarded Action with Burden, making it "worse."

@fika monster: If this is the intent, then this is misworded as the rules for combining are stated, as you'd steal your opponent's card as worded. This is my suggestion, assuming my interpretation of your intent is correct:
Until then, at the start of each other player's Clean-up phases, you may have them combine a Burden and an Action they would discard from play.

$4 - Treasure
Reveal the top 4 cards of your deck. Put up to 2 of them in your hand, put the remaining Action cards back on your deck, and discard the rest.
You may trash an Action card you have in play to set this aside and put it in your hand at the end of your turn (after drawing).

What do you get when you mix Scout and Adventurer as a Treasure card?
(sounds like a powerhouse right? maybe a possible Venture replacement?)
Originally, I had it drawing everything except Actions, but then it'd be crazy strong in big money so I made it only draw up to 2 of them. It'll probably still be pretty strong in BM, but not overpowered I think.
I considered a $5 cost version that automatically plays itself at the start of your next turn if you trash an action this turn, but I'd like to keep it costing $4. There's aren't very many $4 cost Treasure cards.

This has tracking issues with Duration cards. It should either only be able to trash non-Duration Actions from play, or be something like "At the start of Clean-up, you may trash an Action you would discard from play this turn, to set this aside and put it into your hand at end of turn."

That aside, I think this is trying to do too much. When I plug your wording into the Dominion Card Image Generator, the result is 8 lines of text excluding the +. That length is usually a pretty good sign of trying too many effects on one card.


Dominion General Discussion / Re: Prosperity 2E
« on: May 19, 2022, 11:55:47 pm »
If it weren't so far from April 1st, I'd suspect ClouduHieh was trolling us. Honestly I'm still not sure that isn't the case.

I'm pretty sure he's serious. Given his thoughts a few years ago, it's not surprising he wouldn't be a fan of Mint for its on-buy ability:
Sure a lot of people like to get rid of there starting cards. I’m not one of them.

He also tried to make a card to replace Mint in the "design a card for a hypothetical 2E expansion" WDC.

Farrier - Action - Cost: 4

+2 Cards
If used action card to play this you may play an action from your hand.
Choose one: play a card from your hand; or gain a Farrier.

Feedback is appreciated.

This is nearly strictly better than Laboratory and costs less. Plus as worded it lets you play Victory cards, since the first option in the "choose one" simply allows you to play any card from your hand without restriction.

Action/Treasure - $2
At the start of your Buy phase this turn, return a card from play to your hand, and you may put a card from your hand onto your deck.

I think this needs to say non-Duration.

Weekly Design Contest / Re: WDC 151: Now or Later
« on: May 06, 2022, 09:06:24 pm »

Action - Duration - Reaction
Now, or at the start of your next turn, +2 Cards and +1 Buy.
When you gain a card, you may play this from your hand.
Comments: A mini-Barge with the fun of Sheepdog. It can be played when drawn dead making it similar to Den of Thieves (except that you’ll need to gain a card, which is a small limitation). It doesn’t come with Den of Thieves’ powerful on-gain bonus (which is typically at least as good as buying Expedition, a $3 event), but you can’t have it all!

I think you mean Den of Sin, not Den of Thieves, as there's no such thing as the latter card.

Weekly Design Contest / Re: WDC 151: Now or Later
« on: May 05, 2022, 08:18:32 pm »
My Submission:

Postal Cart • $5 • Treasure - Duration
Now and at the start of your next turn: +1 Buy and +$1 per Postal Cart in play.

My submission is Postal Cart, a scaling Treasure - Duration that pays off both this turn and next. Your copies sitting in play will increase the value of your opponent's, but you'll get that $ back on the following turn.

Just to avoid misreadings, I'd suggest "+1 Buy and +$1 per Postal Cart anyone has in play" just to make it extra clear that the fact that it counts opponents' carts is intentional.

Weekly Design Contest / Re: WDC 151: Now or Later
« on: May 05, 2022, 01:06:09 pm »

Weekly Design Contest / Re: WDC 151: Now or Later
« on: May 05, 2022, 12:33:38 pm »
Design a Duration that is either "Now and at the start of your next turn" or "Either now or at the start of your next turn"; The card should not do other things - for example, Caravan wouldn't qualify as this, since it doesn't give +1 Action next turn; or Royal Galley (although it would if it also gave +1 Card on your next turn).

So for official cards, Lighthouse would count for the former, or Barge would count for the latter. A non-exhaustive and lazy list.

So would Caravan qualify if it was worded as "+1 Action. Now and at the start of your next turn, +1 Card."? Because Lighthouse also doesn't give +1 Action next turn, yet you say it qualifies.

spineflu's Test Site is listed as both an honorable mention and the winner.

Weekly Design Contest / Re: Weekly Design Contest #150: Half!
« on: April 30, 2022, 07:53:09 pm »
Is this supposed to give a bonus  if the Action pile has at least 5 cards (parsing the condition as "(at most half) empty") or no more than 5 cards ("(at most) (half empty)")?
The former. Is this not sufficiently clear? There is enough space for rewording but I felt it was understandable this way.

I also had that confusion at first when I read it, so maybe you could instead say "This turn, directly after playing an Action from a Supply pile with at least half its cards, +1 Action."?

Variants and Fan Cards / Re: Fan Mechanics Week #35: Getting Sneaky
« on: April 28, 2022, 11:48:15 pm »
Infiltrator - $3
Action - Sneak
+1 Action
+1 Card
Sneak: Put all other ninjas you have in play into your hand

I didn't see this post before you edited it, but I assume you changed the name. The Sneak effect still says Ninjas instead of Infiltrators.

Variants and Fan Cards / Re: Fan Mechanics Week #35: Getting Sneaky
« on: April 25, 2022, 06:09:45 pm »

War Engineers - $4
+1 Buy
Sneak: If this is the first time you played a War Engineers this turn, +1 Villager. Otherwise, +4 cards.

 A Woodcutter variant. The sneak ability is variable and dependent on if you have already played a War Engineers that turn. The Villager gain is mainly to enable the draw 4 ability in the rare cases that you have no +actions. I justify the draw 4 as it can only ever be used once a turn and the rest of the card is not entirely the best out there. Feedback is appreciated.

Edit: Changed the color on it. Not sure I like it, but that is what I got.
I’d also test this with +3 Cards. Sure, the effect is not too easy to set up (one splitter and two War Engineers) but a triple Lab sounds pretty wild.

It's actually a lot easier to set up than you think. You don't even need a splitter, you can just play a War Engineer and then Sneak a War Engineer, since Sneaking doesn't take an Action. You'd need a Village to be able to play any Actions afterwards, but still.


Action - $3
+2 Cards
You may play a Paired card.
Setup: Add 2 Action supply piles to the Kingdom. These are the "Paired" cards, and you may play a copy of one after playing a copy of the other.

So basically if the Paired cards are Village and Smithy, you may play a Smithy, then play a Village (without costing an Action), then play a Smithy and so on. Kind of like Sauna and Avanto.

You don't need to play a Matchmaker to chain the cards - it's just a cheap Lab that only works with certain cards.

I assume all of these plays are supposed to be from your hand?

I like this, but isn't Crusader strictly better than Militia?

Based on them calling it a "slightly more expensive Militia," I'm guessing they think Militia costs .

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