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Messages - Gubump

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626
I could change it from "reveal this" to "discard this" but that weakens the Reaction. [EDIT: It could also say "set this aside...Return this to your hand at the start of your next turn.]

In any case, I'm not sure how this gives you infinite VP with Fortress and Tomb, unless you have infinite buys/gains?   

You gain a Copper. You reveal Maudlin Witch to trash Fortress for +1. You reveal the same Maudlin Witch to trash the same Fortress for +1. You reveal the same Maudlin Witch once again to trash the same Fortress once again for +1, ad infinitum. There's no rule preventing you from revealing the same Maudlin Witch over and over and over again off the same gain, and that's because there would be no way to prove whether you're revealing the same Maudlin Witch or a different one that's also in your hand. That's why all official Reaction cards either remove themselves from your hand or have effects that don't stack.

627
Maudlin Witch
Types: Action, Attack, Reaction
Cost: $4
+$2. You may turn your Journey token over. If it's face down, gain a Copper and each other player gains a Curse.
If your Journey token is face up: When you gain a card, you may reveal this from your hand to trash it.
This ought to take a wording from Watchtower, as its current wording is ambiguous as to whether you are trashing the gained card or the Maudlin Witch.
Code: [Select]
If your Journey token is face up: When you gain a card, you may reveal this from your hand, to trash that card.I'm not all too excited to see more really bad $4-cost Cursers, considering gaining a Copper is nearly as bad and moreover frustrating if a player blocks it with their own Maudlin Witch (which you'll have to commit to gaining a Copper before other players gain, and therefore trash, that Curse).
I might rather the benefit be +$1 so it can gain a Silver.  That would make it worse at blocking Curses and make it marginally less bad when other players do block them.

Thank you for the feedback, Fragasnap!  I updated the wording in the OP to be similar to Watchtower.

I think you can make a calculated decision about whether or not you want to trigger the self-junking and try to curse other players based on whether or not they have a Maudlin Witch in their deck and whether their Journey tokens are face up or face down.  I did think about whether or not to have the self-junking; my concern was that without it, there isn't much incentive not to try and attack.  I could make it less harsh (e.g. discard a card instead of gain a Copper), but given the theme of the contest, I'm trying to make sure that players have a meaningful decision to make about whether or not to flip their Journey token. 

EDIT:  I thought about it some more, and revised the Reaction to trash another card from your hand.  This makes it more useful as a trasher and makes the Attack more effective unless there's another way to block it in the Kingdom. 


As worded, you can keep revealing the same Maudlin Witch to trash any number of cards from your hand. Is that intentional? I would assume not. (That also leads to infinite with Fortress + Tomb.)

To fix this, you could word it like "you may reveal a Maudlin Witch from your hand..." in order to cap it at 1 card gained = 1 card trashed.

628
you may set an Action card from your hand aside; if you do, play that Action immediately after resolving this.

Welcome to the forums. Unless I'm missing something, isn't this effectively the same as +1 Action (barring Diadem)?

629
Variants and Fan Cards / Re: Set Expansion Contest
« on: January 17, 2021, 03:02:23 pm »
Stonemason + Wayfarer has the same issue.
Stonemasoning Wayfarer gets you a card costing less than Wayfarer, then a card costing less than whatever the first card you gained was. So Way of the Rabbit on a Wayfarer would, assuming no cards have been gained earlier in the turn, get you a and a . (I tested this online.)

630


The contest is optional turning over of the Journey token. This doesn't qualify.

631
Variants and Fan Cards / Re: Dominion: Roots
« on: January 16, 2021, 12:15:24 am »
Knight Errant ought to be an Attack card, IMO.

632
 
Translations:
-------------------------------------
Village of the dead

+1 Card
+1 Action
If u play this card the first time this turn, you may turn your Journey token over (it starts face up).
If your Journey token is facing up: +1$
Otherwise:+1 Action +1 Buy

Heirloom: Pumpkin patch
Cost: 5   Action
-------------------------------------
Pumpkin patch

If your Journey token is facing up: +1$ +1 VP
Turn over your Journey token (it starts face up).

Cost: 4   Treasure Heirloom
-------------------------------------
Unfortunately I haven't been able to playtest this yet, so it may be a bit unbalanced.

Edit: Small adjustments of the Heirloom (no change in effect)

The proper wording for Village of the Dead in English would be "if this is the first time you've played a Village of the Dead this turn..."

633
Variants and Fan Cards / Re: Dominion: Roots
« on: January 15, 2021, 05:16:54 pm »
Is it intentional that there's no way to ever get rid of Paranoid/Gullible and Accursed?

With Commoner, it's unclear why you would ever choose to discard from your hand. If you discard from the top of your deck; you have a chance at it being the same as a Peddler. If you discard from your hand, then it is never really better than a plain cantrip; not counting edge cases of draw-to-x or other reasons you actually want to discard cards.

There's another not-uncommon case where you'd choose to discard from hand: You've already drawn your deck, and still have some draw left, so you can redraw the discarded Treasure (whereas you'd get no if you chose to discard from your empty deck).

634
Variants and Fan Cards / Re: Dominion: Weekly Design Contest Set
« on: January 15, 2021, 12:51:50 pm »
Even without the option to gain a Horse, Convoy still wouldn't be weaker than Stables, because only the non-terminality is conditional on discarding. Horseless Convoy would be a Smithy in the worst case, whereas Stables is dead in the worst case. Plus, Convoy is more likely to be able to be effective in engines (which is the kind of deck that wants Convoys or Stables) because engines have more Action cards than anything else, and Convoy discards after drawing instead of before.

635


This is missing a "from your hand" for the Reaction part.

636

Quote
Snake Oil - $4
Treasure - Night
If it's your Buy phase: If your Journey token is face down (it starts face up), you may turn it over for +1 Buy and +$3. If you don't, +$2. If it's your Night phase, you may turn your Journey token over.

Just realized: Since its Buy phase effect always gives at least +, you could shorten this by rewording it as:
Quote
If it's your Buy phase, + and if your Journey token is face down (it starts face up), you may turn it over for +1 Buy and +. If it's your Night phase, you may turn your Journey token over.
You could also drop the "you may" from the Night phase effect, since you could just not bother playing it if you don't want to turn your Journey token over (since the Night phase effect does nothing but flip your Journey token), and it would still qualify because of the Buy phase effect.

637



Does the wording make it clear that the part after the "Then,.." applies anyway and not only when you turn the token over?

Yes, it does.

638



Could I let the instructions "Journey tokens start game face-up" to the rules or I should write it on the card? I don't want to write, if it would not be imperative.

You can leave it out. I feel like the "(it starts face up)" is kind of like the "when you play this" that Treasures used to have, in that it isn't really necessary and can just be left to the rulebook.

639

Quote
Snake - Oil
Treasure - Night
If it's your Buy phase, you may turn your face down Journey token over (it starts face up) for +1 Buy and +$3, otherwise +$1. If it's your Night phase, you may turn your Journey token over.

This is a really difficult competition. I am going with a design that I am not sure is appealing, let along balanced. Similar to Stockpile or Fools Gold, this has a conditionally greater value than expected. However unlike the examples, getting multiple copies of it does not produce a huge payload. It may be a bit weak as it currently is, but was told it looked busted if it produced more or was cheaper. Feedback is appreciated.

I recommend wording this "If it's your Buy phase: If your Journey token is face down (it starts face up), you may turn it over for +1 Buy and +. If you don't, +. If it's your Night phase..." to make it harder to misread. I misread it at first and was very confused.
Like this?
"If it's your Buy phase and your Journey token is face down, you may turn your Journey token over (it starts face up) for +1 Buy and +$3, otherwise +$1."
The concern I have is that it would give the impression it will not produce +$1 if the Journey token is face up.

I made an edit with a better wording while you were responding.

640

Quote
Snake - Oil
Treasure - Night
If it's your Buy phase, you may turn your face down Journey token over (it starts face up) for +1 Buy and +$3, otherwise +$1. If it's your Night phase, you may turn your Journey token over.

This is a really difficult competition. I am going with a design that I am not sure is appealing, let along balanced. Similar to Stockpile or Fools Gold, this has a conditionally greater value than expected. However unlike the examples, getting multiple copies of it does not produce a huge payload. It may be a bit weak as it currently is, but was told it looked busted if it produced more or was cheaper. Feedback is appreciated.

In order to make this harder to misread, I recommend wording it like:
Quote
If it's your Buy phase:
If your Journey token is face down (it starts face up), you may turn it over for +1 Buy and +. If you don't, +.
If it's your Night phase,...
I misread it at first and was very confused.

641
Ambition - Event, $4 cost.
Move your Journey token onto an Action Supply pile. When you play a card from that pile, if the token is face up, first get +1 Card. When a card is gained from that pile, turn your token over.

The player interaction is cute. I sounds like it could be similar to some Flag war. Imagine when your token is out of sync with your opponent's!
Ah, I just realized this -- the thing is, if you buy the Event when your desired Action Supply pile has an even amount of cards (or is just empty -- would you know it, zero is an even number), it turns out to just be a cheap Pathfinding in the end, once the pile depletes (which it sure will if the cards are all Pathfound), as long as there isn't any returning-to-pile or gaining-from-trash or exiling/trashing-from-Supply shenaniganery that will sabotage your plot. This leads me to think that the fundamental mechanic on this Event is kind of broken on most boards.

Another major flaw (I can say this even though I'm the judge because it's disqualified anyway) is that Port and Experiment completely break it, since you get two of them at a time.

642

Quote
Migrant Tribe ⑤ Action
+1 Card
+1 Action

You may turn over your Journey
token (it starts face up) to get
+2 Cards and discard 2 cards.
Then, if your Journey token
is face up,+1 Villager.

It's a Villager Village that can also be Forum if you want it to (This isn't strictly better than Forum because Forum is buy-neutral).
You have all the stuff you want in hand? Then you can stay put and rack up some villagers. If you need the sifting, it'll be a little bit before you can settle down again.

Just to make sure I'm interpreting this correctly, having your Journey token face up gets you +1 Villager regardless of whether you turned it over, right?

643
Question for contest mod: if I design another traveler line where some cards have 'you may turn your journey token over', does that qualify? It's one of the ways to keep with the spirit of the contest while preserving the rule that journey token up > journey token down.

Yes, that should qualify. I'll have to see the Traveller line first to make a concrete judgement, ofc.

644
Cheers for the mechanic idea, this will be going into my fancard set regardless:
(link: https://ibb.co/hY1XBBs)

Quote
Sea Fog - $4
Action - Reaction - Duration
You may turn your journey token over (it starts face up). While it is face up and this is in play, you are unaffected by attacks.
Now and at the beginning of your next turn, draw until you have 6 Cards in hand.
-
When another player plays an Attack Card, and your journey token is face down, you may first reveal this from your hand to be unaffected by it.

If you want the image to show up properly, go to the link, right click on the image, select "view image," and paste that url into the [ img ] [ /img ].

645
Quote
Ambition - Event, $4 cost.
Move your Journey token onto an Action Supply pile. When you play a card from that pile, if the token is face up, first get +1 Card. When a card is gained from that pile, turn your token over.
Thanks for the new qualifications gubump. The (it starts face up) bit feels like the kind of thing Donald would remove and keep in the instructions with a later reprint, so I've not put it on here.
Ultimately a cheap +Card token with extra Journey token card interaction. Maybe too cheap for how strong it can be.

You can optionally turn your token over by choosing to gain the selected Action; maybe too loose from the contest brief seeing how other players can force turning it?

Unfortunately, since turning the token over is forced when the trigger occurs, this won't quite qualify. Sorry. It wouldn't qualify even if only you could trigger it.

To clarify, when I said that turning over the Journey token can be conditional, if that condition is not something that can be optionally performed (such as discarding two cards to turn your Journey token over), i.e. it's something passive like "if you have 5 or more Actions in play" or when a specific event (such as gaining a card) occurs, then turning your Journey token has to be optional, even if triggering that specific event is optional to begin with.

Reaction cards that flip your Journey token over with its Reaction automatically qualify (unless it's a mandatory Reaction like Patron's) since revealing it is optional. Same with calling Reserve cards.

646
Weekly Design Contest / Re: Weekly Design Contest Thread #101
« on: January 14, 2021, 01:31:49 am »
A couple notes I forgot to mention that might make this contest a bit easier for people (the very low amount of submissions seems to suggest that I might've made the prompt too difficult):

1. Your submission doesn't necessarily have to say "you may turn your Journey token over" word for word, it just has to optionally allow you to turn it over. It can even be conditional if you want.
2. The effect of turning your Journey token over doesn't necessarily have to be on-play. It could be an on-call effect on a Reserve card, or a Reaction effect, whatever you want (within reason).

I'll add these to the OP as well.

647
Weekly Design Contest / Re: Weekly Design Contest Discussion
« on: January 13, 2021, 06:21:04 pm »
Maybe we can rename the posts as "contest X: y" where X is the contest number and y is a phrase related to the contest ("contest #101: you may flip your journey token" for example)

I agree. This would make it much easier to find specific contests if you're looking for a specific one but don't remember which number it is.

648
Weekly Design Contest / Re: Weekly Design Hall of Fame
« on: January 13, 2021, 03:05:50 pm »
Weekly Card Contest 91: If Dominion is so good why didn't they make a Dominion Two?

This week's challenge is relatively simple: the card-shaped-thing you submit must have the number two on it somewhere, whether in the cost or in the actual text. Both expressions with the numeral "2", such as "+2 Cards", and with "two" spelled out, such as "Trash two cards from your hand", are acceptable.

Winner: Wine Cask by D782802859


Runners Up:
Import by spineflu


Monk by chronostrike


Thanks for the win! This is honestly one of the highest quality weeks we've had so far.
Contest #92: Envious of Envious
Design a State and a card that uses it. A note here is that these states should not be like Lost in the Woods, because that's basically an Artifact. It should have a copy for each player.

Winner: Hedonist and Penury by mandioca15


Runners Up:
Prayer and Small Wish by majiponi


Monkey and Curious by grep


Very well, then, here goes:

Contest #93: Return to Sender

Design a card that has the capability of returning itself to the Supply (its pile). It does not always have to return itself (e.g. Encampment).

The card does not have to be a supply card (e.g. Horse). If your card is not a Supply card, design an additional card that can gain it.

Winner: Cargo by segura


Runners Up:
Rosary by Rhodos


Quay and Cart by gambit05


Golden Spoils by Carline


Thansk mandioca15! My card was more of a rough sketch of GendoIkari's idea than a well designed card so I am surprised and humbled by the win.


Contest #94:

Man, with all those Courtiers wooing Dama Josephine right now, don't you also yearn for the simpler days when we spent our afternoons strolling in the Gardens?

Design a pure Victory card, i.e. a Victory card with no other types. This is the only restriction, it can feature all kinds of mechanics (e.g. the card could have a when gain trigger with Villagers).

Winner: Countryside by scott_pilgrim


Runners Up:
Native Lands by pubby


Magical Lands by spheremonk


Waterfall by Rhodos


Thanks for the win, glad people liked it!

Contest #95: The player to your (left/right)

Design a card that (meaningfully) contains the string "the player to your".

Winner: Fanatic by silverspawn


Runners Up:
Developer by anordinaryman


Commune by NoMoreFun


Regent by D782802859


Buffoon by Carline


Contest #96: SOYLENT GREEN IS ACTION CARDS!

Design a card-shaped thing that can eat (i.e., trash) Action cards other than copies of itself from play. (It's fine if it can also trash copies of itself, but it can't only trash those, so Urchin, Death Cart, or Tragic Hero wouldn't qualify.)

Afaik, the only official cards that do this are Improve and Bonfire. A fan-made submission that would qualify is Ritual Sword.

Winner: Overwork by faust


Runners Up:
Touch of Midas by grep


Rejuvenate by TheAgileBeast


Engine by mandioca15


Cook by anordinaryman


Overwork by LittleFish


Thanks for the judging! I didn't necessarily expect to win this based on initial reactions. Good catch also about buying multiple of these on the same turn; playtesting would need to show whether that's overpowered, but if so, it can be fixed rather easily with a "once per turn" clause.

Anyways... you've been waiting too long for the next challenge already!

Contest #97: A token effort

Create a submission that allows you to trade one set of tokens for another in some fashion. VP for coffers, Debt for Villagers, maybe even replace an Embargo token by a +Action token - anything goes so long as you have a different token in the place where there was previously another token after using the ability.

Winner: Shoemaker by anordinaryman


Runners Up:
Faithful Knight by Carline


Fireplace by fika monster


Settlement by X-tra


Thanks for the nod, faust! I thought there were a lot of great submissions, and I'm honored you liked mine!

Contest #98: Feeling sideways
Some mechanics that originally felt wild and exotic became "normal" as we got used to them. For example, Durations and Events freely appear in expansions -- they seem almost as standard as Action cards now! Let's imagine a hypothetical world where all the sideways cards were introduced earlier on (say in the original Game), such that they are a standard "part of Dominion."

Design an Event, Landmark, State, Project, Artifact, or Way for an existing expansion that does not currently have that type of sideways card in it.

Judging Criteria for the card-shaped thing:
  • It is well-balanced and fun.
  • It "fits" the expansion well. Acknowledging the main-theme and perhaps sub-themes for the expansion. For example, Seaside has sub-themes of top-of deck, your later turns, mats, condition gold-gaining, and more.
  • It "fits" Dominion well -- following the design principles of Donald X.
  • There is a meaningful reason for it to be that particularly side-wise card-shaped thing.

Winner: Way of the Eagle by Aquila


Runner Up: Way of the Dolphin by Carline


Yay, that's satisfying! The Latin for eagle is Aquila~.
Thanks anordinaryman, that was an interesting contest!

We're almost at contest 100, and we're at a somewhat significant time of year, so I propose something big (and challenging to judge):

Contest #99: Free For All
Just one restriction: no new mechanics. Go nuts; put together the best design you can think of! Sift through all the options and select something you know works. I will attempt to keep an open mind towards different audiences, and I anticipate a very big shortlist of potential runners-up. To choose a winner I guess may involve some personal preference if things are really close.

No bonus points for holiday theme by the way, but a narrow margin may be decided by relevance of theme to the mechanics. I will heavily favour mechanical balance and interest however.

Winner: Forbidden City by spheremonk


Runners Up:
Aristocrat by segura


Cascade by mandioca15


Contest #100: Fun with Non-Supply Cards

Create a card-shaped thing that interacts with an existing (i.e., official) non-Supply card. It can be any type of card-shaped thing and can interact in any way whatsoever, big or small, with any existing non-Supply card (or more than one). Please name or show the existing non-Supply card and describe the interaction. Feel free to wander – please do not focus too much on the contest criteria.

As long as there is any interaction whatsoever, very little attention will be paid in the judging to the quality or degree of the of interaction – I prefer flexible creativity to adherence to restrictions. While I believe that personal preference is always a substantial factor in judging these contests, I will try to focus on balance, playability and, most of all, fun. Also, just a hint, but certainly not necessary to win, I tend to enjoy cards that honor an overall theme or story.

Good luck to everyone!  Have a happy and safe 2021!

(I almost went with a 2020-themed contest, but didn’t really want to look at 100 cards featuring Ruins, Rats and Curses.)

Winner: Convoy by Gubump


Runners Up:
Blessing and Blessed Gems by Carline


Corral by Fragasnap


Medium by spineflu

649
Create a new token
Contest 5

Depends on what you mean by "new token." Contest 5 was to make a new consumable token type that uses the coin tokens a la Coffers and Villagers. But I think what Marpharos meant by "create a new token" was create a new token that gets placed on piles or can be given out by attacks a la the Adventures tokens.

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