Dominion Strategy Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Gubump

Filter to certain boards:

Pages: 1 ... 19 20 [21] 22 23 ... 61
501


There are 20 Developing Cities in its pile.
whats an expanding city

Realized that mistake right after posting. I've fixed the misnaming and nerfed it by making it unable to trash DCs.

502

Someone on Discord suggested making it so you can trash a DC for nothing in return without needing to be unable to trash something else, so I've made that change.



There are 20 Developing Cities in its pile.

503
Variants and Fan Cards / Re: Money Bags
« on: March 16, 2021, 03:17:54 pm »
Quote from: gambit05
Atoll
This seems to be strictly better than Island. It has the same cost with the same abilities, plus something.
Quote from: herw
see my remark at the top.

Plus versus minus, Atoll is still strictly better. You have all the functions of Island for the same cost plus an additional option. The player doesn't have to go for it, but they can! It is their decision whether giving 2 [MB] is an advantage or not. You can't do that with Island.

Yep, same reason Mining Village is strictly better than Village. You could literally just always play Atoll identically to Island. And you have another option that you'd only take if it was worth the price anyway, which makes Atoll strictly better than Island.

504
Having the same card available in different supply piles might complicate things. The situations I can think of are:
  • When more than one Dolmen is visible it sometimes matters which one you buy/gain/trash/exile etc. I think it is always clear who gets to make the choice though (viz, the person doing the thing, except in the case of Swindler!).
  • Ferry. Is this Dolmen in my hand the one which came from the pile I have my -2 cost token on?
1. Yeah, seems clear to me

2. I think the cleanest, most obvious answer is to say Dolmen disconnects from its original pile when it leaves. So you can't Ambassador it (pretty obvious). Ferry reduces the cost on buy, but not after that (Technically you bought a $4 Dolmen, but gained a $6 one). I'll update the card to make this clearer.

Another way to solve the Ferry problem without needing an FAQ would be to make it a debt cost so that Ferry doesn't work on any Dolmen anyway.

505
I'm going to attempt something really silly, probably broken (and untested on top of that)! I might withdraw it in the situation where the good people of this forum makes it really obvious to me that it's broken/not working as intended :) . Anyway, here goes nothing:

     

Institute can be a non-terminal Smithy if it draws you 3 Treasures/Victory cards. Big Money dudes are happy. You start with a deck of 15 cards. 3 turns until the first shuffle instead of 2. Your opening split could be //; or //; or //. Or it could be none of that should you want to trash the junk-y Grants instead of taking their money. If you do, well, your deck is leaner, yay! But adieu, cool opening splits (and adieu 1 too, I guess).

Since Mahowrath updvoted this post, implying that it qualifies, I take it that making your starting deck not 10-cards qualifies?

506

My Submission:

   
Revenant
$2 - Action
Quote

+2 Actions
+1 Buy


  +1 Card per empty Supply pile. 

Return this to the Supply at
the start of Clean-up.
---------------------------
Setup: 2 copies per player.


I think this would compare terribly to Encampment even if it always gave +2 Cards. +1 Buy doesn't really make up for the fact that there's no way to avoid it being a one-shot.

507
Quote from: Codger
Codger
$4 - Action
Exile a Copper from your hand and if you did, gain a card costing up to $1 per Copper on your Exile mat.  Otherwise, reveal a hand with no Coppers and Exile a Copper from the Supply.
-
Setup: Each player Exiles 2 Coppers from the Supply.
I think you can tighten up this language a bit:

"Exile a Copper from your hand and if you did, to gain a card costing up to $1 per Copper on your Exile mat."

See Beggar, Duplicate, Enhance, Fool's Gold, Haunted Mirror, Hostelry, Improve, Market Square, The Earth's Gift, The Sky's Gift, Tunnel, Urchin, Way of the Butterfly, and Way of the Rat.

Thanks - I've updated the OP with the wording you suggested.

That wording is only used for optional effects. It isn't used for mandatory effects like Codger; see Pillage, Madman, and Wish.

508
Variants and Fan Cards / Re: New Weekly Contest: Fan Card Mechanics
« on: March 07, 2021, 11:47:20 pm »
Ok, now we're looking for Nobody to run the next contest!

Without context, this looks hilarious.

509
It's been 8 days, so the judging's a bit late.

510
Variants and Fan Cards / Re: New Weekly Contest: Fan Card Mechanics
« on: March 01, 2021, 12:03:22 am »
Meditation
Dawn - $5
You may an Action from your hand three times

(Once per turn)

This is missing the word "play."

511
Variants and Fan Cards / Re: Dominion: Wilderness
« on: February 28, 2021, 12:52:10 pm »
The last part of Street Market should be worded like Scheme: "This turn, you may put one of your cards at the bottom of your deck when you discard it from play."

I'm surprised Provisioner needs the Reserve drawback. It looks like it should be enough weaker than Artisan to cost without being a Reserve, especially since you don't necessarily want a Resource. I can certainly believe it being too strong, though.

I think Offer should give either +1 Action or some sort of consolation prize if it whiffs.

I agree that Despoiled Village could probably gain s and still be balanced. You have to hold back from playing that in order to gain one with Despoiled Village, after all.

512
You have to react with "Did somebody say..."

I don't get it.

513
Variants and Fan Cards / Re: New Weekly Contest: Fan Card Mechanics
« on: February 26, 2021, 12:19:33 am »
Using the one Dawn per turn:

514
(I'm going on the assumption that giving negative feedback is more okay for cards that everyone else likes.) This seems quite similar to Cavalry since both cards are Moat effect on-play and on-gain. The difference is that this card delays the on-gain effect whereas Cavalry has that instantly but delays the on-play effect -- which seems to me like the more interesting way to do it.

Thank you for the critique. I don't agree with you, though. I think this will play very differently from Cavalry, because setting up your next turn is very different from giving your current turn a boost. Also, Cavalry is a delayed Smithy on-play, not a delayed Moat.

Since they don't take a card slot from your hand, neither Moat nor Cavalry are Moats on-gain, they're Smithies. Cavalry gives +2 handsize on gain, same as a Smithy on-play. Likewise, Eager Hound gives a delayed +2 handsize on gain.

515
took Gubump's "this means no reserves, right?" as an additional design challenge and came up with:


Quote
Profits • $5 • Treasure - Reserve
+1 Buy
-
This is gained to your Tavern mat.

During your Buy phase, if you have 3 or fewer Treasures in play and you have not doubled your $ yet this turn, you may call this to double your $.

One shot miniature fortune that becomes a junk card in your deck after use. There is no way to return it to the tavern mat without first returning it to the supply (that I've thought of, anyhow).
Kind of a throwback to the first string of WDC contests, getting creative about how to get things to the tavern mat.

Has some synergies with peddlers/markets/etc; really likes Spoils. Antisynergies with a purely money strategy due to the 3 or fewer treasures rule, but still not terrible - can turn a copper and a gold into province-tier coin.

I believe you could trash this and then gain it from the trash with Lurker. (EDIT: Actually, no that only works with Actions.)

This junks your deck after you call it, but unlike other Reserve cards you get to put this directly on your Tavern mat so overall it’s quite strong I think.

yeah like graverobber and rogue could also gain it from the trash too, but there's no way to get this directly from hand or deck to the tavern mat.

How would this interact with Graverobber?  I still don’t fully understand the Stop Moving rule.
actually looks like Graverobber would put it on your deck, not on the tavern mat; so Graverobber wouldn't work. Tested with Sculptor (gain to hand) + Nomad Camp (gain to topdeck) on dominion dot games - it gained to hand.

Right. My understanding has always been that if Card A gains Card B, then Card A's gain instruction takes precedence over Card B's.

For example: from the wiki for Graverobber:

Quote
If the card would be gained into your hand, such as Guardian, Ghost Town, Night Watchman, or Den of Sin, it is gained onto your deck instead.

What about changing the wording to be "When you gain this, you may put it on your Tavern mat."

In this way, it would happen after the gain, wherever it went to. (similar to Watchtower)

Note, with this phasing, it can alos be made optional to give it another use - late in a game the +Buy may actually be more useful to you than the doubling. So you could gain this to your hand with Armory, for example, to buy the last two Provinces.

One thing I'd like to point out: All of those official cards, including Nomad Camp, say "this is gained to [location] (instead of your discard pile)." You can't do X instead of Y if Y never happens. Whereas Profits just says "this is gained to your Tavern mat," period. I could see the argument that it's because of the "instead of your discard pile" that Sculptor and Graverobber override gain locations.

516
... Side note - are we just running all Fan Mechanics contests in this single thread, or should we be making a new thread for each contest?

We're just doing a single thread, at least for now.

517
Variants and Fan Cards / Re: Dominion Card Image Generator
« on: February 24, 2021, 08:13:45 pm »


If you try to have a card with multiple costs, even just and a , the type gets over-indented, as shown above.

518


Even with LibraryAdventurer's suggestion of making this cost , I definitely don't think you should be able to get free King's Courts or Goonses (how would you pluralize Goons, since each copy is a Goons?) with this.

Also, nitpick: +Buys come before +.

519
Weekly Design Contest / Re: Weekly Design Contest #106
« on: February 24, 2021, 05:36:50 pm »


My previous entry needed to avoid infinite loops but couldn't do so cleanly or clearly enough, so here's a much simpler entry.


Note that since it says "a Lair," if you draw another Lair with the Reaction, you can't React with the second Lair because you already revealed "a Lair."

520
Weekly Design Contest / Re: Weekly Design Contest #106
« on: February 24, 2021, 04:41:35 pm »
I assume Reserve cards are off the table because of the "put this on your Tavern mat" in the top half?

521
Weekly Design Contest / Re: Weekly Design Contest #105: Attack with Choices
« on: February 21, 2021, 02:35:46 am »
Updated my entry with art more fitting of an attack. Still functionally the same as it was before.

522
Variants and Fan Cards / Re: 10 Events
« on: February 20, 2021, 04:43:01 pm »
There aren't very many cards I'd be willing to get at a discount if I had to give my opponents free, immediate-use s to do it. And having to get a -cost is honestly worse than just getting a most of the time. I wouldn't buy this very often if it was free.

523
Weekly Design Contest / Re: Weekly Design Contest #105: Attack with Choices
« on: February 19, 2021, 01:04:25 pm »
I think you do need the (or reveals you can't). You can always choose an option you can't do, and without that parenthetical, you wouldn't have accountability to prove that you chose an option you can't do.

524
Variants and Fan Cards / Re: New Weekly Contest: Fan Card Mechanics
« on: February 19, 2021, 12:56:16 pm »
1. +1 Card, +2 Villagers is already an insane by itself, imo.
While I agree with your assessment of the card, I doubt that +1 Card, +2 Villagers would be overpowered at $5.

Why? Because DXV considered a cantrip Villager Village, i.e. +1 Card +1 Action +1 Villager, and viewed it as $4.5:

Quote
There was a village that was, cantrip, +1 Villager; man it's fine, you can argue about, does it need to cost $5, but it's nice.

2 Villagers is a LOT better than just one.

525
Variants and Fan Cards / Re: New Weekly Contest: Fan Card Mechanics
« on: February 19, 2021, 01:34:43 am »
OK, here's an attempt - it needs some work (see my comments below), but let's see what y'all think of v0.1:

During Peacetime, you're building up your Garrison, and during Wartime, you attack!




Quote
Garrison - $4
+2 Villagers

You can remove a token from your Villagers to flip Peacetime / Wartime.

If it's Peacetime, +1 Card.

If it's Wartime, remove any number of tokens from your Villagers and each other player discards a card per token removed, then draws a card per each 2 cards discarded (round down).

In Peacetime it's a Village+. Often in practice, it will be exactly the same as Village, but if you can find a way to save those Villagers (or get them from elsewhere), you can flip to Wartime and have a Militia like (discard) attack:
Discard 1
Discard 2, draw 1
Discard 3, draw 1
Discard 4, draw 2
Discard 5, draw 2
etc.

You can have an attack more severe than Militia, it will take some time to build up and you don't get any benefit yourself*. To counter that, if do play another Garrison, you could back to Peacetime and use it as a cantrip.  (is that enough of a counter?)

And if you do leave it as Wartime, you enables your opponent(s) to have a stronger attack.

Originally, I didn't have the draw clause, but of course that could leave your opponent handless.

However, you could still accomplish this if:

• it's already Wartime
• you have 3 garrisons
• you have 3 actions / villagers to play them
• you start with 3 villagers already

In that scenario you make opponents discard 5, draw 2; then discard 2, draw 1, then discard 1. So probably it needs something to not allow this to happen... Something to sleep on...

1. +1 Card, +2 Villagers is already an insane by itself, imo. This is way too strong for .
2. You can pin your opponents by stacking enough of these, which is easy to do with how many Villagers they amass.

Pages: 1 ... 19 20 [21] 22 23 ... 61

Page created in 0.135 seconds with 18 queries.