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Messages - King Leon

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1
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: February 07, 2020, 07:22:04 pm »
Quote from: mandioca15
Judge • $4 • Action
+$2
-
When you gain or trash this, move the Sanction token to a Supply pile. Cards from that pile cost $2 more (after cost reductions).

I also love the interaction of that card and Remodel. You can buy this for $4 and remodel it to a Province later.

2
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: February 02, 2020, 10:23:17 am »
That's an old one, eHalcyon did one called Harbinger for the contests long ago. But yours is correctly priced and of course the idea is super cool.
Thank you. I did not see that card before, but in fact both cards are different. Harbinger forces the opponent to do the split. With Judge, you have to perform the split yourself (which means, if you want a certain card, you can always get it, even if it comes paired with a bad one). Unlike Harbinger is also not possible to do a 1/4 split. Pricing is very difficult. For example, if your top cards are 2 Platium and then 3 Estates, this is normally worse than a Lab, but better than a Scout. There is also a difference between draw and put-in-hand, if you have the -1 Card token on your deck.

3
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: February 01, 2020, 08:54:09 pm »
Judge
Type: Action
Cost: $6

+1 Action
Reveal the top 5 cards of your deck. Pick two of them. The player to your left chooses one: discard the picked cards or the other cards. Put the rest into your hand.


4
Variants and Fan Cards / Re: Really bad card ideas
« on: December 03, 2019, 02:42:27 am »
And also, in games with debt, it's useless once the curse pile is empty

It still is useful with cards like Vineyard or Gardens, as it behaves like a 0 VP Island and unlike Copper does not clutter your deck.

5
Dominion General Discussion / Re: Dominion 2019 Errata and Rules Tweaks
« on: October 20, 2019, 05:33:56 pm »
It feels like Necromancer should be a Command card. Even though it’s not involved in the infinite loops, it just seems like it should be for consistency.

Necromancer can still cause endless loops in combination with Procession and Lurker. I guess, this can be fixed when we either Necromancer sets the cards aside before playing them and returning them at the end of the player's turn, so that a Lurker or a Graverobber cannot be used to recycle a face-down card or itself. Extra turns like from Outpost or Mission are limited and won't cause any further issues here.

6
Variants and Fan Cards / Re: Really bad card ideas
« on: October 14, 2019, 03:16:49 am »
Template Method
Type: Action/Reaction/Abstract
Cost: getCost()

getActionText()
-
getReactionText()

7
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: October 05, 2019, 06:09:07 am »
Abbey by King Leon http://forum.dominionstrategy.com/index.php?topic=18987.msg811112#msg811112
I definitely like the idea of trasher with +1 Card. A trasher is something you want at the beginning, which is also when you’re least likely to draw a dead Action card. The card itself is absolutely going to be a powerhouse in the beginning. You get the same trashing as Steward, plus additional cycling, and you’re almost guaranteed to have $3 left over, which can at least get a Silver. Unfortunately, I feel for that reason that the card will play kind of boringly. It will be used to trash and that’s it. The Reaction seems like an odd add-on. It’s a nice way to clear your hand of the card when you’re done trashing, but connecting it to Attacks doesn’t make much sense to me, though it will explicitly help against junkers.

The actual reason for the Reaction was, that it mitigates Chapel’s weakness against hand-size reducers like Militia or Torturer.



Anyway. Here is my submission. Merely a Swamp Witch variant, but let’s see!




Brothel
Type: Action
Cost: $4

+ $2
+1 Buy
Trash a card from the supply. Each other player who has not Lust takes Lust.



Lust
Type: State

During your turns, cards cost $1 more. When you gain a Victory card, return this and each other player gains +1 VP.

8
Variants and Fan Cards / Re: Replacement for Royal Seal in Prosperity
« on: September 29, 2019, 07:33:56 pm »
You’ll notice Dominion doesn’t do silver+ for 4$. Very often when you have 3$, you also have 4$. It’s often enough that silver+ for 4$ essentially makes silver never bought. That’s the reason that dominion does silver++ for 5$. It doesn’t make silver look as horrible since silver is much cheaper.

That is not true anymore. Patron is a Silver+ for $4 and Spices is an edge case. It's a Silver+ for $5 with 2 Coffers “cashback”.

9
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: September 21, 2019, 02:36:40 am »


I now like that card more. It is just like a small Tactician and also has nice interaction with Faithful Hound, some Alt-VP strategies (Vineyard, Gardens, Duke ...), Tunnel and Grand Market.

Aren't you the one that suggested the fix?

I am. What's the problem here?

10
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: September 20, 2019, 08:33:22 pm »


I now like that card more. It is just like a small Tactician and also has nice interaction with Faithful Hound, some Alt-VP strategies (Vineyard, Gardens, Duke ...), Tunnel and Grand Market.

11
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: September 20, 2019, 01:22:06 pm »


Welcome back Doom Shark! Your Weekly Design Contest seems to be a big success. Anyways, as for your card, I'll repeat something you once told me:

"Looks horribly broken to me."

Worst case scenario you can discard your whole hand for +5 Coffers. Then there really isn't anything you can't buy at that point. Opening two of these you can potentially have +10 Coffers by your second shuffle, while if your opponent collides they are at +5 Coffers. That's a very big swing based purely on shuffle luck.

Cool concept, but I think it needs some adjusting. :)

I did coffers because I wanted to differentiate from storeroom. I did not think about the ramifications of that. I'm debating whether to try to fix it or just scrap it entirely and make a new entry. Thanks for the candid feedback.

Safe is completely broken in comparison to Vault. +1 Coffers for each 2 cards discarded would probably fix it.

12
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: September 19, 2019, 07:04:43 pm »

Abbey
Type: Action - Reaction
Cost: $2

+1 Card
Trash up to two cards from your hand.
-
When another player plays an Attack card, you may first play this from your hand.

13
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: September 15, 2019, 06:08:24 pm »


Memorial
Type: Victory
Cost: $2

2 VP
---
If this is the first time, you bought a Memorial this turn, take an extra turn after this one, during which you can't buy Victory cards.

14
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: September 08, 2019, 09:29:47 am »

Soup Kitchen
Type: Action
Cost: $2

Reveal your hand.
+1 Action per Action card revealed
+$1 per Victory or Curse card revealed
-$1 per Treasure card revealed

15
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: September 02, 2019, 03:58:45 pm »
Anyway, here is my submission:


Braggart
Type: Action – Attack
Cost: $5

+ $3
You may trash a Treasure card from your hand for +$1. Each other player gains a Copper to their hand.

16
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: September 02, 2019, 03:52:10 pm »


So it can sift past Estates for +1 Action but can be a Village with Duchy and Province, which I think is a cool dynamic. It can also just be played for +2 Cards. I thought it would be too good in the opening to cost $3 so it costs $4. The Estate gaining part I feel can add an interesting decision. The Manor alleviates the Estate somewhat but you still risk dud turns adding the extra stop card.
When you inherit Manor House, you can gain the whole Manor House pile. Is that intended?

17
Variants and Fan Cards / Re: Contest #42: Monogainer
« on: August 28, 2019, 05:05:44 pm »


Not sure if this counts. It can only gain one name of card per game (barring the edge case of Knights/Split Piles), but which card that is is decided per player and when you buy Campaign.

Version History:
v1.0: Original version.
v1.1: Changed type from Project to Event.
v1.2: Lowered cost from to and removed cost limit.

Uh, this is pretty strong with Remodel. You can put your Campaign token on Hunting Grounds and then start to remodel Hunting Grounds to Provinces (or even Provinces to Provinces).


Quote
Eminent Domain
Types: Project
Cost: $14
Now and at the start of each of your turns, put your hand on top of your deck in any order and gain a Province.

Isn’t that abusable with Guide?

18
Variants and Fan Cards / Re: Really bad card ideas
« on: August 22, 2019, 06:35:30 pm »
Foolish Burial
Type: Action
Cost: $2

Put your deck into your discard pile, then trash a card from your discard pile.

19
I am proud to announce my first board game Maji, an abstract strategy game for 2 players.

The drought period is approaching and the water sources are rare. Find waterholes and collect adobe bricks to build a new well for the village community, before your opponent does. But keep an eye on the wild buffaloes, which are known to destroy human structures with their mighty horns.



The current prototype is shown below:


Maji is published by Spieltrieb and will be released on October 24 this year. Check out booth 2C-148 at the Internationale Spieltage SPIEL 2019 in Essen, Germany!

20
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: August 22, 2019, 06:04:24 pm »
I was looking for a community pile and I found it: The everywhere loved Trash pile.

Trashing Copper and Estates just to get them back later? No problem. Looking for a combination with Lurker, and Remodellers or TfB? You got it. Here comes Antiquarian. It requires Potion for obvious reasons.



Antiquarian
Type: Event
Cost: $2P
Once per turn:
+1 Buy.
Choose one:
Trash up to two cards from your hand,
or gain up to two cards from the trash, setting them aside and put them into your hand at the start of your next turn.

21
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: August 16, 2019, 04:28:21 pm »
I like Safari a lot, it looks like a fun Horn of Plenty that doesn't take over your game's strategy as much.

I dislike Trophy a lot, it reads like an unnecessary punishment for trying to beat the Prize player with a different strategy, the nonprize player is going to have to buy at least an entire additional Province to close it.

The non-Prize player can also get Trophy to ruin the Prize player’s strategy. It is very similar to Castles and I actually like it, because it makes the run for Prizes highly competitive. The top-decking of Tournament is also a disadvantage for players who want to gain Trophy early.

22
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: August 16, 2019, 04:08:11 pm »
Because my first submission, Treasure Chamber, had several issues, I come up with a new one:




Safari
Type: Action
Cost: $6
+2 Cards
+1 Action
+1 Buy


Reveal your hand. If you have 7 or more different named cards in hand, trash this and gain a Prize (from the Prize pile) or a Gold.

Trophy
Type: Victory - Prize

Worth 2 VP per Prize you have (including this).
(This is not in the supply.)

23
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: August 13, 2019, 01:05:28 pm »
I am lazy and I know it. But my idea was so simple and still amazing, that I will give it a try. I combined both parts of contest #40 into a single card-shaped thing. This is the Small Castle of Prizes. Actually a Tournament variant at the cost of the opportunity to pick the first Prize. Be prepared for:


Treasure Chamber
Type: Action - Prize
Cost: $0*
+1 Card +1 Action
Gain a Prize (from the Prize pile) or a Duchy.
(This is not in the Supply.)

I don’t think this works. It gives the first player to get a prize a HUGE advantage because Tournament gains prizes to the top of deck and can draw them, so you would be able to gain this and another prize in the same turn.

The second prize goes to your discard pile, instead of being available immediately.

24
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: August 12, 2019, 03:53:51 pm »
WITHDRAWN

I am lazy and I know it. But my idea was so simple and still amazing, that I will give it a try. I combined both parts of contest #40 into a single card-shaped thing. This is the Small Castle of Prizes. Actually a Tournament variant at the cost of the opportunity to pick the first Prize. Be prepared for:


Treasure Chamber
Type: Action - Prize
Cost: $0*
+1 Card +1 Action
Gain a Prize (from the Prize pile) or a Duchy.
(This is not in the Supply.)




25
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: August 10, 2019, 10:12:58 pm »

Quote
Cultivate

+1 Card
+1 Action
-
At the start of your next turn, you may reveal and discard a victory card from your hand. If you do, +1 Card, + $1.

$2
Action - Duration

This is a way too strong for a $2 card. I believe, this should cost somewhere between $3 and $4.

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