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Messages - Gubump

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576
Variants and Fan Cards / Re: Dominion: Wilderness
« on: February 03, 2021, 07:52:14 pm »
Just a small question, how many copies are there of each Act. For Declare, it matters.

There's only one:
I start with Declare, that Act Duration I mentioned. You spend an Action, move it to the top row of your play area like an Action Duration card, and it stays there until the end of your next turn. Other players can't use it until then.

577
Variants and Fan Cards / Re: Dominion: Wilderness
« on: February 03, 2021, 07:50:45 pm »
Declare: I assume that this means that you gain +1, not the opponents? Because as it is worded right now, they gain the .

That's the downside to prevent it from being OP. It makes that type worth +1 to you for two turns, but helps your opponents in the same way as well.

578
Variants and Fan Cards / Re: Dominion: Wilderness
« on: February 03, 2021, 06:31:04 pm »
Creed needs to specify "you may trash this from your hand."

579
Variants and Fan Cards / Re: Dominion: Venus, a fan expansion by Carline
« on: February 03, 2021, 12:38:29 pm »
For Ghost Pirate, is this supposed to be the one who plays the card who chooses, or the one who is getting attacked? If it is the one who is getting attacked, you need a (or reveals they can't).

It's just "discards a card" if they don't gain a copy. The only way they couldn't do that is if they have no cards in hand, which they don't need to reveal.

580
Variants and Fan Cards / Re: New Weekly Contest: Fan Card Mechanics
« on: February 03, 2021, 12:17:27 am »


Quote
Midnight Ritual - $4
Night - Duration - Attack
You may reveal and discard a card from your hand. If you do, each other player gains a copy of it.
At the start of your next turn, choose one: +2 Worshippers; or +1 Card; or gain a Silver.
----
When you gain this, gain a Curse.

It is a trasher that also can attack. It can also act as half a Caravan or Silver gainer. The attack required you to have the junk you want to give in your deck, making the decision on what to trash a little bit more of a decision. It also jump start your cursing campaign by giving you a Curse when you gain it. Being a duration is intended to slow it down and make it not as oppressive as it could be as it is non-terminal and does not cost $5. Feedback is appreciated.

Since you're only discarding one card, that card is going to be visible to everyone, so there's no need to reveal it.

581
Variants and Fan Cards / Re: Dominion: Middle Ages (my fan expansion)
« on: February 02, 2021, 04:06:51 pm »
Speaking of that:



This is strictly weaker than Festival since it's literally the same with +1 Action rather than +2 Actions.

It's not strictly weaker than Festival because of Village Guard. Village Guard enables Relief to draw, which is something Festival can't do. In fact, if Relief was functionally identical to Festival other than the name, it would actually be almost strictly better than Festival because of Village Guard (I say "almost" because you still have to first run out the Village Guards, which are strictly worse than Villages until you get Reliefs).

582
Variants and Fan Cards / Re: Dominion: Middle Ages (my fan expansion)
« on: February 02, 2021, 01:55:57 pm »


This needs the Fate type to use Boons.

583
<Not an entry>


1. The start of your turn IS the start of your Action phase, so having an at-the-start-of-turn effect immediately followed by an at-the-start-of-your-Action-phase effect is just confusing.
2. This is incredibly weak. I have an old, playtested Fan Card that was
Quote
+1 Card
Set aside any number of Action cards. Play the set aside cards in any order.
- Action
And it was incredibly weak. As in, worse than Harvest or even Stash weak. This is much worse, because not only is it dead the turn you draw it instead of working immediately, but it also floods you with junk. The only advantage Snow Storm has over that already terrible card is that it can't be drawn dead.

EDIT: Realized that last part isn't true, it also has the advantage that it doesn't take an Action to play the set aside cards. Still weak for , though.

Also, accidental pun:
cool concept

584
Variants and Fan Cards / Re: Dominion: Middle Ages (my fan expansion)
« on: February 01, 2021, 02:27:14 pm »
Think I probably should just come up with something more creative for Vegetable Patch than a Lost City clone.

I went here with it:


Maybe it could be misread as cumulative. I mean, for example, if you have 4 differently named Luxury cards in play, you have 3.
Indeed.  Not thrilled with having to use asterisks to make it format decently, but:


1. I put the text into the image generator without the asterisks and it looks fine to me.

2. You don't need the "exactly." See Devil's Workshop.

585
Variants and Fan Cards / Re: Dominion: Venus, a fan expansion by Carline
« on: February 01, 2021, 02:09:12 pm »
New ones:

               

Typos/grammar errors in Expectancy: It should say "the player to your left sets aside a card from another Supply pile." "Pick one of them randomly and gain it" would be better worded as "gain a random one of them," IMO.

Lanterns could be worded more simply: "You may shuffle your discard pile into your deck. Do this 3 times: Look at the bottom card of your deck and either discard it or put it on top. Then, +3 Cards." That said, I think it would be more reasonable power-wise if it let you look at the 3 bottom cards at once instead of one at a time.

586
Variants and Fan Cards / Re: Dominion: Venus, a fan expansion by Carline
« on: January 31, 2021, 01:07:35 pm »
I'll also expand on what the others were saying about Resistance: One big problem with Reserve-Moats is how much worse they are in multiplayer. It doesn't matter if you can Reserve-Moat when the player to your left Militias if one of your other opponents also has a Militia.

If you're playing a 4P game, and all of your opponents have Militias, then blocking their Attacks is actually worse than just accepting the Attack, because you either have the same handsize at the end but don't have your Resistance on your mat anymore, or have just 2 cards in hand instead of 3.

587
Before you could play Fortress, then Ice Castle, trashing the Fortress to gain an Ice Castle

Just being pedantic here, but wouldn't you need a 2nd Fortress? You'd need to play the Fortress AFTER the Ice Castle to trash it, not before.

588
Dominion General Discussion / Re: Boon Power Level Comparison
« on: January 30, 2021, 02:51:29 am »
none of the Boon-givers are cantrips, what's up with that?
hmmm...

Because that would be strictly better (except for Diadem, blah, blah) than Sea's?

Boon GIVERS, not Boons.

589
I don’t think that you can easily compare discard Attacks with „draw one less“ type of Attacks like Minion or Relic. Compared to Relic the card looks OK: better as Snow can stack and as it is cheaper, weaker as it is terminal.

You're right, I was making the wrong kind of comparison. It's fine as-is.

590

Quote
Abominable Snowman
$4 - Action - Attack
+$2.
Each other player discards the top card of their deck, then gains a Snow on top of their deck.

I think this compares too poorly to Militia. Gaining a Snow onto your deck is very similar to only having a 4-card hand next turn, which means that this is similar to a Militia whose attack is both weaker and delayed.

591


Eh? This card nets as being a cantrip, but it's a Laboratory now, pay back later kind of deal. No idea how to appropriately price this.

Very weak, I think. But a good idea nonetheless.
I am not so sure. If you can trash out of hand (Sentry, Lookout) or sift, this could be good. Plus, as always with Horse/Snow, Remodel.
The price is definitely correct, at $2 it would be too good.

The Snow-gaining can be less of a drawback in other situations too (and perhaps even desirable in some), e.g. if there are cards in the Kingdom that care about gains (e.g. Destrier, Sheepdog) or TfB where you want enough junk to feed it.  It helps that Snow has a cost of $3 unlike Ruins and Curses.   

I like Arctic Base.

I would be surprised if it were too weak for $4 even. I think it compares pretty favorably to Secret Passage. Although the $3/$4 price difference is fairly small anyways so it doesn't really matter.
I disagree. Would you ever prefer this over Caravan or Advisor?
There are pretty common scenarios where I think you would buy this over Caravan/Advisor.

Arctic Base is nicer as a consistency tool than Caravan is because Caravan only does something for you on half of the turns you buy it at most, whereas this can do something every turn. It's not net draw, of course, but the reason you're buying this is to make the chance that you are able to draw your smithy + village or whatever it is together more likely. For Advisor, Arctic Base doesn't fail in the way Advisor can when your deck has a lot of junk. Obviously Arctic Base will also occasionally get trash for benefit synergies as well.

Having said that - I don't believe this is particularly strong for $4 either, and Caravan/Advisor are probably stronger cards in general. But it also wouldn't look out of place at that price to me.

(I realize anordinaryman just responded in a similar vein, but I had finished typing this up before I had realized they posted and I think this is different enough to be worth posting anyways)

I do think it's kind of funny that segura said "would you prefer this over Caravan or Advisor" when both of those cost MORE. You generally prefer more expensive cards over cheaper cards, that's why they're more expensive...

EDIT: Note to self: When there are nested quotes within a comment, actually read all of them before responding.

592
For a fan card submission a long time ago, I did "Gain and play." You could also use "Gain and immediately play." Both are pretty compact and help clarify. I didn't understand Builder until I read your explanation, so I think you could make it a little clearer.
I am too stupid to get the stop-moving rule and the potentially weird interactions such a wording could have. Gain normally means that the card lands in your discard pile. "Gain and immediately play" implies that the card moves into your play area but I still think it can be misread.
Gubump mentioned Watchtower and I am not sure how "Gain and play" would interact with Watchtower, i.e. whether you could topdeck the card and yet still play it.

Play is clear, the card does not (potentially) visit an area it is not meant to visit and lots of other cards (Imp, Conclave, emulators) specify that a card is played from the hand or the Supply.

The issue I see is that is is not clear you have "gained" the card.

There isn't any official case of "play"ing a card that is not yours that then becomes yours. Either you "play it, leaving it there" and it does not become yours. Or you gain it first, then play (e.g. Summon).

Consider Exile, that introduces a concept that allows you to move a card from Supply in such a way that it becomes yours without gaining.

Put another way: while still feeling weird, it makes sense it moves into your area, and then gets discarded into your discard pile (and is now yours). But it is no way clear that the card was actually "gained". Which would matter for several interactions (e.g. Smugglers, Trade Route, Treasure Hunter, etc).

As worded, you keep the card you play with it, but you never gain that played card.

593
Play is clear, the card does not (potentially) visit an area it is not meant to visit and lots of other cards (Imp, Conclave, emulators) specify that a card is played from the hand or the Supply.

The main issue isn't really clarity, but misread-proofing. All of the official cards that instruct you to play a card from the Supply also instruct you to leave it there, which makes it very easy to misread Builder as saying that when it actually doesn't (I did, until I read your clarification in your OP). I like Builder either way, personally.

594
Gubump mentioned Watchtower and I am not sure how "Gain and play" would interact with Watchtower, i.e. whether you could topdeck the card and yet still play it.

Stop Moving only prevents cards from being moved, it doesn't prevent you from following its instructions. So Watchtower would topdeck the card, and then Stop Moving would prevent it from being moved to in play, but you'd still follow its instructions.

595


Quote
Ice Castle | Action | $5
The next time you play a card this turn, trash it. If it's a Treasure, +$2. Otherwise, gain a card costing up to $1 more and +2 Cards.
-
When you gain or trash this, each player gains a Snow
[...]
At the end of the game, if you don't have enough Treasures to buy a Duchy, end your Action phase with Ice Castle, then play a Vampire, gain a Duchy, and then trashing the Vampire to gain another duchy (and +2 cards).
[...]

Would it trash a Vampire though or does it lose track because of the exchange? (the only official "The next time you play a card this turn" card is Kiln, and since it gains it doesn't care about where the played card is. Also it uses the word first, so you could do that here?
That's feels weird, though, trashing the Vampire then playing it. (and in that case, would the exchange then fail?)

One last note with this - if we determine you don't trash the Vampire (or other cards that move on play, like Horse), then the Otherwise becomes ambiguous. Would it occur if you don't trash (as opposed to if you do trash a non Treasure)

Yeah I just realized Vampire was a bad example. Snow Castle loses track, so the Vampire is not trashed. Good catch. This actually makes Snow Castle pretty good to use on Vampires (gain a free $5!). The draw back is you can't play any Treasures if you want to take advantage of this. I should have used an example like Devil's Workshop.

I didn't intend for the otherwise to be ambiguous, the otherwise was meant for non-Action card. The gaining happens regardless on if you actually trashed a card. If I wanted it to be conditional on successful trashing I would have used either "Trash a card to ..." or "Trash a card. If you did,..." clauses.

Thank you so much for your feedback.

This is my stab at improving the wording:

Quote
Ice Castle | Action | $5
The next time you play a card this turn, trash it. If it's a Treasure, +$2. If it's not, gain a card costing up to $1 more and +2 Cards.
-
When you gain or trash this, each player gains a Snow

I believe this is unambiguous. The "It" is always satisfied from the previous sentence, the card you played, regardless of whether you were able to trash it or not.

So based on the first paragraph (about Ice Castle losing track), I gather that it trashes the played card after resolving it. That's still unclear from this wording, IMO. It also has the same tracking issue with Durations that 1st edition Procession had.

596


I don't know if this is too strong with $5s, but the cantrip Workshop area is already covered by Sculptor, Cobbler and Falconer so I wanted to try something that gains $5s.
Note that this is not a conventional emulator, it plays a card from the Supply without leaving it there so it is "gain and play".

I think the comma changes the meaning of this from what you intend to being able to play any non-Command, any Action, or any Treasure. The comma should not be there.
Thanks, I already fixed it, it was a remnant from a previous version.

I would also recommend making it gain and then play a card just so that it's clearer that you keep the card you emulate. You could word it like Summon: "Gain a non-Command Action or Treasure card costing up to $5. Set it aside. If you did, play it." (The setting it aside in this case is for tracking, so you can't topdeck it with Watchtower and then play it without putting it into play.)

597


Quote
Ice Castle | Action | $5
The next time you play a card this turn, trash it. If it's a Treasure, +$2. Otherwise, gain a card costing up to $1 more and +2 Cards.
-
When you gain or trash this, each player gains a Snow

Buying one of these "junks" everyone, but you're pretty happy to have that "junk." Ice castles love snow, after all! Playing Ice Castle followed by a Snow turns that Snow into a Horses that gain you a $4! Of course, you're going to have trouble playing an Ice Castle and then a Snow, so without Villages, it'll be still hard. And in a game with some junking (Snow) it'll be even harder to line them up. Good thing this is a kind of trasher -- You can think of this like a more flexible Money Lender. Trash coppers in the beginning, and when you're desperate, well you can always turn this into a terminal silver at end of turn and then trash your gold. Great use for your cursed gold, as well.

This can trash Night cards. The +2 Cards you get aren't going to be useful, but the more flexible remaking can be useful. At the end of the game, if you don't have enough Treasures to buy a Duchy, end your Action phase with Ice Castle, then play a Vampire, gain a Duchy, and then trashing the Vampire to gain another duchy (and +2 cards).

Rats, Fortress, self-trashing cards, there's lot's of fun combos with this. The difficulty is having enough actions to do it all, of course.

open to feedback, of course! The one thing I was debating on was the "if you trash" part of the clause, but I think it's fun and gives you another reason to trash your snow castles with snow castles.

Would it trash a Vampire though or does it lose track because of the exchange? (the only official "The next time you play a card this turn" card is Kiln, and since it gains it doesn't care about where the played card is. Also it uses the word first, so you could do that here?
That's feels weird, though, trashing the Vampire then playing it. (and in that case, would the exchange then fail?)

One last note with this - if we determine you don't trash the Vampire (or other cards that move on play, like Horse), then the Otherwise becomes ambiguous. Would it occur if you don't trash (as opposed to if you do trash a non Treasure)

The "otherwise" refers to it being a non-Treasure, it doesn't care whether you successfully trashed the played card.
I agree that it needs to be more specific about whether the trashing is before or after resolving the played card.

598
Variants and Fan Cards / Re: Set Expansion Contest
« on: January 29, 2021, 01:09:59 pm »
Phoenix also has an accountability issue. If you discard multiple cards, like with Cellar, your opponents don't see the Phoenix unless it's on top. It needs to both be optional to put into your hand and a Reaction a la Village Green and Tunnel.
Also, it doesn't need the big -0, , or 0 symbols.
I agree with the others that the Victory and Curse types just make it needlessly complex.

599
Variants and Fan Cards / Re: Dominion: Venus, a fan expansion by Carline
« on: January 29, 2021, 01:04:58 pm »
Spellbook's bottom-most section (the self-cost increasing) should say "during your turns." See Peddler, Destrier, and Fisherman. Janus' bottom section would be better worded as "during your turns, if your Journey token is face down, this costs less."

Wording aside, there's a big issue with cost increasing effects like Spellbook: What happens if I play 4 Bridges and have one Spellbook in play? Do the 4 Bridges try to lower its cost to -, instead reducing its cost to , and then Spellbook raises its cost to ? Or does Spellbook raise its cost to first and then the Bridges reduce its price to ?

600


I don't know if this is too strong with $5s, but the cantrip Workshop area is already covered by Sculptor, Cobbler and Falconer so I wanted to try something that gains $5s.
Note that this is not a conventional emulator, it plays a card from the Supply without leaving it there so it is "gain and play".

I think the comma changes the meaning of this from what you intend to being able to play any non-Command, any Action, or any Treasure. The comma should not be there.

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