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Messages - King Leon

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51
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 27, 2019, 04:42:23 pm »


A Tribute/Courtier kind of thing. The wording is a bit unclear, to clarify I mean that types can get counted several times.
So when you do e.g. reveal 3 Coppers, it is a terminal Gold and when you do e.g. reveal a Smithy, Market Square and a Silver, it is:
+2 Actions
+
Trash a card from your hand.

I would drop the +1 VP for the Curse, because this could cause an endless stall situation where players can accumulate an infinite number of Victory points.

52
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 26, 2019, 06:49:19 pm »
WITHDRAWN



Parish
Type: Action/Reserve
Cost: $5

+1 Card
+1 Action
Put this on your Tavern mat.
-
Directly after you finish playing an Action card, you may call this for +2 Actions.


Remarks
This card is obviously designed for engines with strong terminal draw (like Council Room, Hunting Grounds or Patrol). Unlike Bustling Village it is available from the beginning and you can save the +2 Actions in the case when your terminal draw does not collide with further Action cards. It started as +1 Card +1 Action +2 Villagers, but this was a way to strong, even for $5. Then I tried a Duration (cantrip this turn, +2 Actions next turn), which was too swingy and weak, because it often gave you the additional Actions, when you did not need them. I wanted something that gives you the possibility to get the +Actions now or later. So it became a Reserve card, a cantrip, which plays a Necropolis after any Action card. In contrast to Royal Carriage, it even gives you Actions when you play a terminal.

53
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 23, 2019, 08:05:27 pm »
For flavor, I wonder if it would be more thematic to have meadow be an animal, like Rabbit, due to the self-gaining trick?

Edit: I guess goats don’t eat rabbits though

The meadow grows and Goat mows.

54
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 23, 2019, 03:06:18 pm »
Thank you for all your feedback. I decided to give Meadow a nerf.



Heirloom: Goat

You may gain a Meadow. If you didn’t: +1 Card +1 Action
-
When you trash this, +3 Coffers

55
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 21, 2019, 05:51:31 pm »
I have now added all cards for Challenge #37 to the Trello board. Everybody may add, modify and comment cards.

57
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 21, 2019, 04:12:11 pm »
Maybe a Trello board would be an idea.

58
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 21, 2019, 09:51:29 am »
I just had an idea. Could we set up a post, or something else, where everyone can add a link to their submission? This would make judging a lot easier. If you want to change your submission, you replace the previous link with a new one, which avoids a lot of confusion.

I once mentioned that. We need some kind of database like this one for Agricola cards: http://playagricola.com/Agricola/Cards/index.php This would make it a lot easier to judge fan cards.

59
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 20, 2019, 03:55:54 pm »


Meadow
Type: Action
Cost: $2
Heirloom: Goat

Choose two different:
+1 Card; +1 Action; or gain a Meadow.
-
When you trash this, +3 Coffers

To me this is a very powerful card. The ability to terminally always gain more copies of itself to feed to your goat is spectacular and strong. And they *never* Hurt your deck you can always turn them into a cantrip. I think it needs to be priced much higher and I would rethink the "never hurt your deck" aspect of these, because buying them gaining them becomes a non-brainer. You just wait until your goat lines up. It becomes a lot more of an interesting decision if they are terminal or at least not can-trippable. You could turn the top part to simply "you may gain a Meadow." Then each one you gain clogs your deck and is probably better priced at 2.

Squire and Pawn were my inspiration for this card. Squire cannot be used as a cantrip (which may hurt your deck), but it also comes with +2 Buys, whereas Pawn can be used as a cantrip or "half" Woodcutter on demand. Meadow is not as powerful as it seems at the first glance. There are only three different options: Cantrip or non-terminal self-gaining or terminal self-gaining with +1 Card (very useful in big money or with stuff like Exorcist or Sauna).

Most trashers (including Goat) require to have Meadow it in your hand to trash it, which makes it much weaker (you could have a Silver instead, which can be gained by Squire, coincidentally). If this cost $3, it would be broken with trash-for-benefit cards like Salvager or Apprentice and useless without stronger trashers. The $2 also avoids trashing Meadow with Knights, Giant and Rogue. Rats cost $4, but may "hurt your deck", because their trashing is mandatory, which weakens their self-gaining effect. Magpie is a self-gaining cantrip and also "never hurts your deck", and is often better than a Peddler in a money-heavy deck. I tested this card and $2 seemed to be fine. Think about other $2 cards, which are powerful like Chapel, Fool’s Gold, Raze or Pixie (which also comes with Goat). There are only 10 Meadows and the pile is mowed very fast. I needed +3 Coffers instead of +$3, to be compatible with trashers like Farmlands or opponent’s Bishops. Having 2 Silvers usually has the same economical effect than Goat + Meadow, with the difference, that the Silver does not vanish or the same effect as Copper + Spoils to be more accurate.

However, your edge case does make me think of a different edge case... you trash a Band of Misfits, then player Lurker to gain it back. Then you draw some cards, making you shuffle. Then play a Band of Misfits as something. Play Modeller, choosing Band of Misfits. You now need to know what it cost. If it’s still somewhere in your deck, it cost $5. If it’s the one you played, it costs less.

So yeah, “name a card” could be a fix to that, because if you name Band of Misfits, that has a specific fixed cost in Dominion of $5; and that remains true even if there are no visible Band of Misfit cards to be found to check the price.

When BoM leaves play, it turns back into a BoM. So, if you trash it, it leaves play and costs $2. But you are right. If Modeller refers to an instance of a card and you shuffle your deck, it is not possible anymore to detect, which instance of BoM was the one you had trashed. Because BoM uses "This is that card until it leaves play." and not "gains the abilities and types of that card", this causes more problems.

I also realized that Summon does not work for Night cards. Sorry.

60
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 20, 2019, 12:54:35 am »


This being non-terminal scares me a little into thinking it should cost $5, but it would feel weak there. The presence of any draw card could make building with this too fast...
And tracking the trashes you've done should be OK?

The trash is an unordered multiset. As soon a card is added to the trash, you lose track of it. The game mechanics have no way to find out, which instance of card you have trashed and how much it costed when you trashed it. This also has issues with Rogue, Lurker, Graverobber and Possession.
Huh? There is no mechanical issue at all. This card works precisely like Smugglers, i.e. you have to remember what you gained/trashed. And it is actually on a practical level simpler to memorize/handle than Smuggler as you can put all the cards you have trashed this turn onto a slightly different place than the trash (and after your Night phase, you move them onto the trash heap).

So, what about the following case? You bought a card from the Black Market, trashed it, gained it back with Lurker and then masqueraded it to another player and then summon Modeller. There is no pile for the card from the Black Market and it is hard to keep track of the card. Maybe I am thinking too complicated or I have another understanding of the lose-track rule. Modeller explicitly requires to keep track of all card trashed in your turn, which would be a new mechanic. This is not bad, but it may have the mentioned issues.

61
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 19, 2019, 06:03:17 pm »
I'm not sure what you mean here... there's no need "track" things in the sense that Dominion uses that word. In Dominion, "tracking" only matters if you need to move a card. This is tracking in the more general sense of simply remembering past events. And Dominion does that plenty, see Smuggler and Treasure Hunter. The people actually playing the cards are the ones that have to do this sort of tracking. My and my opponent both know and agree that I trashed a Silver this turn, so we can get the cost of Silver and use that.

Treasure Hunter only refers to the number of gained cards, while Smugglers give you a copy of a card, your opponent gained. There is no way to identify a certain instance of a card in the trash, though. Modeller instructs you to choose a card that you have trashed this turn, which is impossible. Maybe either changing the world "Choose" to "Name" or just switching this to a Reaction card is what you want.


62
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 19, 2019, 05:11:10 pm »


This being non-terminal scares me a little into thinking it should cost $5, but it would feel weak there. The presence of any draw card could make building with this too fast...
And tracking the trashes you've done should be OK?

The trash is an unordered multiset. As soon a card is added to the trash, you lose track of it. The game mechanics have no way to find out, which instance of card you have trashed and how much it costed when you trashed it. This also has issues with Rogue, Lurker, Graverobber and Possession.

63
When you have Capitalism and gain Mandarin with Rogue, do you topdeck Rogue? I guess this also could be used for endless recursions.

64
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 18, 2019, 06:10:14 pm »


Meadow
Type: Action
Cost: $2
Heirloom: Goat

You may gain a Meadow. If you didn’t: +1 Card +1 Action
-
When you trash this, +3 Coffers

65
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 18, 2019, 01:52:16 pm »
Consulate by King Leon
Perhaps I am missing something but this looks too weak.
Suppose you gain a Curse to hand and are able to trash it during the same turn. Then this is better than Sea Hag (one more Coin).
Suppose you gain a Curse to hand and are unable to trash it during the same turn. Then this is worse than Fortune Teller (one less Coin).
Suppose you gain a Copper to hand and don't trash it. Then this is like a terminal Silver that comes with a downside for everybody.
Gaining $3s to hand seems OK but not that brilliant (unless you are able to pull off tricks familar from Messenger like Humble Castle).
Making the card a terminal Silver would be one way to potentially fix it.
This card is actually a terminal Gold if you gain Silver to the hand. I tried +$1 +1 Action and +$2, but both variants were too strong.
Also a terminal Silver which "Sea Hag"s a Copper would be too strong, if it costed $3. So $4 is the correct price.

Runner-up: Lancers by Kudasai
Winner: Gremlin by faust
Anyway, congratulations to faust, Kudasai and all other participants.

66
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 12, 2019, 01:44:48 am »
Quote from: naitchman
What's the point of discarding the top card of the deck?
Sorry, i forgot to the top of their deck. (Sea Hag effect, avoids to clog the hand with all Curses / Estates, especially in multiplayer games.)

The main targets of Consulate are Estate, Curse, Copper and Silver, obviously.

67
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 11, 2019, 06:45:13 pm »

Consulate
Type: Action - Attack
Cost: $4
+ $1
Gain a card costing less than this to your hand. Each other player discards the top card of their deck and gains a copy of the card you have gained to the top of their deck.

(Reaction cards like Moat can only be revealed before you make your choice, so you could pick Silver, when your opponent reveals a Moat. If the card you have gained loses track (e. g. with Trader) or is the last copy in the Supply, your opponents don't gain any card, but still discard the top card of their deck.)

68
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 05, 2019, 01:32:35 pm »
Now that I think about it, Undead Witch is actually in a way worse than Ambassador since the trashing and junking are limited to Curses. The only way it's better is that you don't have to trash a Curse to give them out.

Ambassador requires you to have the Curses on your hand. Undead Witch generates them herself.

69
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 03, 2019, 05:22:41 pm »
doesn't the name of your card itself kinda break theme/canon tho? these are named after some russian guy from the late 18th century iirc

Why should it break canon? The themes of Hinterlands are trading, roads and foreign cultures. Mandarin is also a direct reference to imperial China and the German names of the cards Walled Village and Church are Carcassonne (only in the Hans im Glück version, it is now Befestigtes Dorf) and Schweriner Dom, which are both references to real world cities.

cos timeline-wise, your card happens like 200 years minimum after literally all the other sets?

Renaissance happens like 800 years minimum after literally Empires.

Dominion does not happen in our timeline. It’s a parallel universe. Or maybe Dominion plays in the same universe like Temporum, who knows?

70
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 03, 2019, 05:12:27 pm »
doesn't the name of your card itself kinda break theme/canon tho? these are named after some russian guy from the late 18th century iirc

Why should it break canon? The themes of Hinterlands are trading, roads and foreign cultures. Mandarin is also a direct reference to imperial China and the German names of the cards Walled Village and Church are Carcassonne (only in the Hans im Glück version, it is now Befestigtes Dorf) and Schweriner Dom, which are both references to real world cities.

cos timeline-wise, your card happens like 200 years minimum after literally all the other sets?

Here is an alternative draft artwork, if you feel this fits more theme-wise. But I like Potemkin Village more and it actually fits into Hinterland’s theme.

71
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 03, 2019, 04:37:14 pm »
doesn't the name of your card itself kinda break theme/canon tho? these are named after some russian guy from the late 18th century iirc

Why should it break canon? The themes of Hinterlands are trading, roads and foreign cultures. Mandarin is also a direct reference to imperial China and the German names of the cards Walled Village and Church are Carcassonne (only in the Hans im Glück version, it is now Befestigtes Dorf) and Schweriner Dom, which are both references to real world cities.

72
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: July 03, 2019, 04:22:34 pm »


Potemkin Village
Cost: $4

+1 Card
Discard 1 card. If it’s a Victory card: +1 Card and each other player gains a Curse, otherwise: +2 Actions
-
1 VP
-
When you gain this, gain an Estate.

You are very proud about the opulent fortifications surrounding your small kingdom. But in the big world outside there must be great leaders. After a long and burdensome journey, you reach a magnificent village, which must belong to a great leader. At least you think it is a great leader and you think it is a magnificent village. In fact it is just another small village at the border of just another small kingdom and you realize, that this is just the begin of your long and burdensome journey.

This is a Victory card, which comes with a Victory card, in a set which has nice interaction with Victory cards. If you discard a one, this is a Witch and if you don’t, this is a worse Village. Well, this card sounds very desirable at the first glance. A curser for $4 which already comes with 2 VP!? How it this even possible??? I mean, Nobles costs $6, but ... Stop! As the card’s name implies*, it seems to look perfect, but actually this is just a façade threatening to crumble in an extremely fast game, where piles are drained very quickly. In fact this card performs very poorly without the correct assistance.

Fortunately, Hinterlands comes with a lot support for this card. Silk Road and Crossroads love decks with many Victory cards. Trader gives you Silvers instead of Estates and Cartographer sifts through your Estates. Potemkin Village is also a nice Tunnel enabler and unlike Young Witch its cursing effect cannot be stopped by the Bane card. You can also buy a Border Village, which comes with a Potemkin Village, which comes with an Estate. Scheme helps you to hold your Potemkin Villages back when you have no Victory card in your hand. And in a pinch, the Hamlet effect is acceptable in a Margrave or Embassy engine. Potemkin village fulfils the following themes of the Hinterland expansion: on-gain effect, Victory card interaction, discarding cards.

*) A Potemkin village is the illusion of a wealthy village with impressive buildings. Those buildings often only have a renovated front or are shells without interior. The card’s image shows Pyongyang for obvious reasons.

73
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: June 30, 2019, 06:14:57 pm »
Sanctuary got a wording erratum. It was missing a reveal clause.


74
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: June 27, 2019, 02:14:52 am »


Behold, a card that out-Golems Golem! Plays 3 Action cards instead of just 2... at the cost of first discarding everything. Well, at least you won't have to worry about the Djinns becoming useless if you've drawn your deck...

Djinns can play Golems and Golems can play Djinns, which creates very chaotic situations. This is also broken with draw-to-X .

75
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: June 25, 2019, 06:16:31 pm »
Sanctuary got an update. It now gives you up to three out of four cards. This buff is not as big at it seems (because this is a terminal action and still sifts 4 cards), but this makes it more playable in Big Money. I rather wanted to have a mediocre card (like Patrol and Oracle) instead of a bad one (like Harvest and Adventurer). Note, that the gained Silver makes this eventually slower than Hunting Grounds.


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