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26


It seems like a great deal until you go to check out.

FAQ:
-On turns when you've played Shady Market, if you are able to spend a Buy (i.e. there are cards/landscapes available that you you can afford to purchase, and you aren't in Debt), you are required to do so.
-Suppose you have $8 and 3 Buys. If you buy Province for $8, you must still purchase 2 $0-cost cards/landscapes if available (e.g. 2 Coppers).
-If you can't buy cards (due to unpaid Debt or Mission), or if there aren't any available cards/landscapes left that you have enough $ to buy, you can proceed to your Clean Up phase, even if you still have Buys remaining.

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Weekly Design Contest / Re: Weekly Design Contest #204: Count up!
« on: November 09, 2023, 05:46:52 pm »


Architect is like an Ironworks that can gain bigger things (even Provinces!), but requires very precise hand management to gain what you want.

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How about a one-shot? Enterprise is a Silver that hangs around in your deck until you trash it for an extra-turn. You can get some economy in the opening and then pop it later when the timing is better, or take the extra turn right away. Regardless, you'll have keep getting more if you want the extra turns to keep coming. Unlike Mission and Journey, you can gain Enterprises with Workshops and the like.

Sidenote: props to DXV on the new errata wording, this makes extra turn cards SO much simpler, jeez where has this been all these years.

29
The simplest fix is to mirror Warlord's wording: "You can't play cards from your hand that you have copies of in play." That would still let Golems and Heralds play duplicates and avoid weirdness, but still limit playing duplicates normally.

Sidenote, I was going to post this exact card (though I think it can cost $4) but fika beat me to it :)

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Weekly Design Contest / Re: Weekly Design Contest #199: Composition in Blue
« on: September 22, 2023, 01:28:37 pm »

Some feedback:

Wolf -- This could lock people out of their turns by forcing them to discard down to 1 or 2 cards. All other Dominion attacks avoid that possibility, and for good reason. Maybe add a "then draw up to 3 cards" or something. But overall this card is super strong.


I don't think there's a compelling reason for the main rotate to be on the reaction. It slows down the ability to rotate which is tough. And Raccoon doesn't really help you line those up -- you still have to buy a silver and you can't even play it because once it's in play you can't do the reaction. So, to make it easier, Raccoon could react from in-play (when you play a silver, you may discard this from play to rotate the Critters), that way you at least get the +2 cards to increase the chance of lining them up. You may consider having Stag's reaction on the other critters.

Fox is just ridiculously strong. Which is less of a problem since there's only 4 copies, but still. It seems strong.

It doesn't seem like any of the cards really combo enough for a split pile. The only thing is Raccoon gains from trash, and Fox is a trasher. The main potential I'm seeing is Gaining (both Raccoon and Wolf gain). So maybe Fox could be a reaction to play itself "when you gain a Treasure." Just trying to think of a way to make them feel like one pile a little more. This could allow you to simplify Raccoon to the typical "you may rotate the Critters" if you want.

Appreciate the feedback here, very helpful. Wolf definitely should have some sort of handsize check, and Raccoon's pile rotation reaction could be easier to proc, good calls. I think Fox is fine since it's hard to get early or get a bunch of them.

I'll make some updates to these when I can.

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Weekly Design Contest / Re: Weekly Design Contest #199: Composition in Blue
« on: September 21, 2023, 02:57:50 pm »



Here are the Critters, a rotating split pile featuring a colorful assortment of woodland creatures.

Raccoon is a Moat that can also give +$1 if there's Copper in the trash, at the cost of junking yourself (those greedy trash bandits can't resist digging through the garbage). As the first card in the split pile, this one rotates the pile, but only when you line it up with a Silver.

Stag is borrowed from another rotating split pile I designed, a VP card that rewards getting all four of them. They're skittish though and rotate the pile whenever you gain one, making it tricky to collect the whole herd of them.

Fox is Duration trasher and draw to X, very sly. On play it can be like a Lab that trashes, pretty nice, but it can't increase handsize beyond 5. Be careful on the duration turn, the trash is mandatory.

Wolf is a Night - Attack that can gain stuff you haven't gained yet, while making opponents discard a card they have duplicates of.

There are some light interactions within the pile: Fox can combat Wolf's handsize attack and will gladly eat the Coppers Raccoon nabs. Stag and Wolf push the pile's variety theme, and Raccoon's Reaction doesn't mind drawing a Wolf. 

32


Okay here's an updated Maze to go with Minotaur (updated in the OP as well). It's now an Lantern-activated Border Guard that turns into a one-shot double Lab once the Minotaur is found. A decent sifter in the midgame and nice to pop later. Had to drop the 1VP part which is too bad, I had liked the idea that you start losing points when escaping the Maze but its way too much for one card.

33

Mazes are Great Halls that transform into Experiments once the Minotaur is found (because the Maze is collapsing and you have to get out).

The concept and implementation of Minotaur is great! However, Maze seems weak. Great Hall was rarely bought (and even less so early on), and the possibility of finding the Minotaur and turning them into single Experiments (when Experiment is good because comes with two copies for that $3 investment, not one copy like Maze) doesn't seem sufficient to change that.

That said, my suggestion for how to change it is to make the quickest change possible and then get all the rest possible before your happy new arrival!

Great call, JW--it's the classic split pile challenge of making the top card something people actually want if you want any hope of the other card showing up. I'll update Maze later today if I can!

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Get lost in the Maze but tread lightly, there's a fearsome Minotaur somewhere in there.

The Maze pile features 9 Mazes and 1 Minotaur shuffled together before the game, and like Knights, you cannot examine the order of the pile. The Minotaur cannot be gained in most cases (and it has no play effect), but the moment it's found, it immediately lowers all the Supply piles, pushing the game toward a faster ending. Mazes are like Lantern-activated Border Guards that transform into one-shot double Labs once the Minotaur is found (because the Maze is collapsing and you have to get out). If the Minotaur starts on top, you do its effect at the start of the game, or you can reshuffle if that doesn't feel as fun.

And on the personal side: no baby quite yet, but this challenge was too interesting to pass up :)

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Hey all, I unfortunately won't be able to host this week either, as there's a high chance we'll be welcoming a new baby to our home either this week or next (woo!). So yeah it's probably not the best time to be judging Dominion cards haha. I'll cede to Will(ow|iam).

36


Who? Who played a card costing $2? The Owl usually only draws at Night (and can help set up your next turn), but if you're clever, you can awaken it at other times too.

37


Plenty of fruit is here for the picking, but don't dawdle too long with thinning and payload or else the tree will be bare.

38


You can gain copies of stuff in other people's hands, but eventually you'll run out of Favors. Unless they Mooch off you and.. return the Favor.

39


Band of Misfits meets Black Market. You get a new 4 cards to choose from after each turn you play it. What play will you write?

Synergizes with uh Plaza, Patrician, Poacher, Port, etc.

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WDC #190: Nintendominion

Commentary & Results

Whew and here we are with some contest results. Excellent work everyone on this wacky prompt, I was pleasantly surprised by how many different game genres y'all were able to cover here, and it was also a pleasant trip down memory lane of reflecting back on various games that I haven't played in years but have fond connections to.

OPs are linked, shortlisted entries are bolded, and I put the video game or series each entry was inspired by in parentheses (hoping I got these all right). Enjoy!



Zonai Constructs by Will(ow|iam) (The Legend of Zelda: Tears of the Kingdom)
Fitting that we lead off with a TotK-inspired entry! I LOVE the Zonai Constructs, particularly the Stewards, and I like that the Ally here echoes their "helpful" quality, as well as their tendency to create new weapons with Fuse. The Duplicate effect seems well balanced at 2 Favors (and gain a copy vs. Innovation seem comparable for something like City state). Not a whole lot else to say; as with all Allies, especially ones that require multiple Favors, its power depends significantly on the Liaison.

Baba by NoMoreFun (Baba is You)
While I haven't played Baba is You, I've heard great things, and the rule bending mechanics of the game are captured really well here. After you play the first one, the rest of your Babas are Labs, and there are loads of other wacky combos out there too (Margrave looks scary). Some Way of the Chameleon vibes, which I'm always down for. The Gold thing is a little hard to wrap my mind around and comes with a lot of rules questions, but it's a unique way to play up the rule bending idea. A fun one.

Digger by grep (Digger)
By far the oldest game represented on this list, I gotta say the first thing that I thought was, aw man, a Digger card that doesn't Dig (i.e. reveal cards from your deck until...)! I still like this though. Oasis Baker looks scary at first, but cantrip discarders are hard to spam so $4 is probably about right. The convert 3 Coffers into a Gold to hand thing is interesting and it will probably be more often something that's spread out over a few turns vs. playing three Diggers and getting the Gold. I like that it's something else to do with card and creates a mini-game to work towards. Good one. 

Enforcer by sumrex (XCOM)
I think I've played XCOM once or twice a decade ago, though I do enjoy a good turn based tactics game like Into the Breach or Mario + Rabids. I designed a card years ago called Falconer similar to this (before Command was the thing) that was a $3 Action, opponent reveals an Action from hand, and then play that Action or cantrip. This is much stronger since you play the best card in an opponent's hand and it can't really whiff except on hands of just junk. I do think this compares a bit too favorably to BoM, and you could probably drop the Treasures option to make it more of a risk. Also, why the +Buy? Seems a bit tacked on and I don't think it's necessary. 

Attuned by AJL828 (Heroes of Hammerwatch)
Never played Heroes of Hammerwatch, but it's giving me Enter the Gungeon vibes which I'm definitely a fan of. The Attuned Trait let's you replay Attuned cards if you discard 2 differently named cards. The connection to the games mechanic is neat and a non-one-shot Throne effect seems appropriate for a Trait that still feels different enough from Reckless. Discarding two cards is a steep penalty that will be a tough sell on many cards, but that sort of comes with the territory on Traits anyway. 

Titan by silverspawn (Heroes of Might and Magic II)
The Heroes of Might and Magic series is fantastic and I was glad to see a few entries from it. Unfortunately, Titan is too expensive and too challenging to use to be playable in most kingdoms. The up front 2 Actions cost is a cute idea, but in practice I think this kills the card. If you're going for some sort of penalty for using a strong card, the cost alone is enough here, or doing something like Lich where the penalty cones after.

Vampire Lord by JW (Heroes of Might and Magic III)
One of my favorite games from my younger years, Heroes III is a classic and easily my most played of the Heroes series. I like that Vampire Lord is a simpler Vampire that keeps the Night-Attack, gaining, and trashing without any need for Bat or Hexes. $6 is a tough price point to get multiples of, though it's certainly still a lot stronger than Raider. As DXV has shared, the replicating part of Vampires is a tough thing to capture on a balanced card, but I do like that this gets the stronger in numbers flavor.

Celeste Mountain and Winged Strawberry by faust (Celeste)
I've played through Celeste at least once every year since it came out; easily my favorite 2D platformer by a wide margin. The use of a Landmark to capture the strawberries mechanic is brilliant and I love that you've made the Winged Strawberries fickle and fly away if you use your "dash" (one-shot +$4) like in the game. Opening with a Strawberry to spike $5+ isn't a bad play on a lot of boards, and then you get the late game dance of trying to get at least three before piles run (sort of like collecting Coppers at the end of a Fountain game). If there's any complaint, it's that the hoops to jump through to gain Strawberries will be really challenging on boards without virtual coin. Otherwise though, I'm a big fan. 

Dragonborn by LibraryAdventurer (The Elder Scrolls V: Skyrim)
Who doesn't love Skyrim, a modern classic that set the tone for open world RPGs for a generation until BotW came along. The leveling up your guy idea is cool here and captures the core conceit of Skyrim well, though the baseline Moat effect for $5 feels weak. You might be able to get away with Smithy here, maybe? I'd play around with the upgrade effect too: coin is fine but a little uninspiring, City, Paddock, and Animal Fair's upgrades all feel far more meaningful. The Command effect is neat, though expensive to use on a lot of boards. 

Tiberium Crystal and Tiberium Spore by xyz123 (Command & Conquer)
Oh man, I haven't thought about Tiberium and the C&C games for decades, but what an underrated RTS series. The powerful but toxic theme of Tiberium is captured well here. Crystals are like a mix of Treasure Trove and a mini-Spell Scroll, but you better have a plan for dealing with those Spores. I like this one a lot.

Franklin Badge by X-tra (Mother)
Another classic series, and another terrific Dominion-ization of a video game mechanic. You get the feel of "reflecting" an Attack back at your opponent (though protect and reflect are reversed), plus a little every turn bonus until it successfully shields you. We haven't seen a next time Duration like this in Dominion yet, though DXV has talked about them. I guess with tracking, you leave it in the this turn Duration row until you get attacked? Multiples will all protect the same Attack, so you don't get multiple "layers" of protection which I actually prefer. My only issue with this one is it could feel a bit swingy in terms of who plays theirs first. Also, thematically, it seems like this could be a Treasure, the badge even looks like a coin.

Pelt Trader by Shael (Inscryption)
I've heard good things about Inscription but still need to get around to playing it. As for the Event, I've always thought mass Remodels to be an interesting effect you don't see often in Dominion. Obviously, it's scary and needs some restrictions, but there's always the natural restriction of trashing cards from your hand. While I think the idea is worth exploring, the price point here needs some tweaking especially when compared to Enhance, which this is nearly strictly better than.

Donkey Breeder and Donkey by segura (Settlers 2)
I've not played Settlers 2, though I have fond memories of other RTS games like the Age of Empires and Empire Earth games. Donkey Breeder is a Bridge variant that reduces card costs and has a Livery effect of making your gains come with Donkeys. It's definitely on the strong side with both cost reduction, +Buy, and free Donkeys for just $4, and could probably stand to lose one of those, either the +Buy or cost reduction (or cost $5). Forum is a good card that rarely hurts your deck, so getting a bunch of one-shot versions of them is fun and gives you some of the feel you get in Horse games. You'd rather have the Horse of course, which makes it odd that these cost more, but not a big deal. On the whole though, Donkeys seem like a great fit for a pile of one-shots.

Literature Club and Just Monika by Violet CLM (Doki Doki Literature Club)
I'm not familiar with Doki Doki Literature Club, but I do love that it's inspired this unique Artifact. There will be some games when having all your Actions named Monika won't matter that much, and then you also get some with the fun combos like the ones mentioned. A rules question this raises centers around "copies" for example with Gladiator, if I reveal a Monika (that's actually a Village) is my opponent's Village a copy of it or not? Rules issues aside, it's a quirky idea that's definitely worth exploring. My bigger issue is with Literature Club. In the opening, this can be a non-terminal +$3 or even +$4 thanks to Coppers which feels a little too good and also isn't really what the card is trying to do anyway. Restricting to just naming Actions feels a bit lame, so it's maybe okay, but I do feel like it needs something to make it not as automatic in the early game. An interesting one nonetheless.

Etrian Odyssey by fika monster (Etrian Odyssey)
I've not played any of the Etrian Odyssey games, though I'm glad to see the dungeon crawler genre represented here. The recursive cards in Dominion are neat and there's definitely design space there, including play again. As a trasher, you get some of Student's press your luck flavor high works well for the theme. I wouldn't recommend pricing a cantrip trasher at $3 due to the opening, but pricing at $4 should be fine. The Loot gain condition is really tough to pull off without extra +Buy, which makes me wonder if it should have a different spend condition or if replaying should be easier, not sure. 

Runner line by RovingBear (The Last of Us)
Dominion already has Zombies, so why not the Infected from The Last of Us? Traveller line, okay, let's see. Runner is a terminal Fugitive that can chain into another copy of itself or draw another card. Stalker is a Smithy with an Upgrade effect, though without the exactly $1 more, it can't thin Coppers. Clicker is our Village to play all these terminals with a Remodel or a trash a card into a Runner effect. And Bloater grants a permanent Transmogrify and makes all Travellers draw an extra card. The extra bit on Bloater has rules issues (the every turn effect remains but with no way to track it and when do you get to do it? Just after you play it? At the start of any of your turns? Whenever you want? I would just drop that piece honestly, it's simpler without. Apart from the Bloat on Bloater, I actually like this line, it's cool that it's themed around Remodeling and chaining together more of them which fits the flavor of the Cordyceps fungus and its slow but consuming effect really nicely. 

Coalition by LTaco (Crusader Kings)
The grand strategy games like Crusader Kings always felt too complex for me when compared to some of my preferred RTS standbys back in the day, but I had huge respect for folks who invested the time and thought in these kinds of games. Unfortunately, I'm not bought in on Coalition, at least not in it's current state. Yes, in the presence of plentiful +Buy or other Buy phase gains, this Groundskeeper-Triumph mashup can generate some hefty VP hauls. However, without those, this is not worth buying at $12 and in Kingdoms with no extra gains, it does nothing. Compare to Dominate at $14 which always nets 15 VP. My recommended fix? Make it a Project. You can try the current stacking effect, or perhaps just straight Groundskeeper at a lower price point. This would better fit the Coalition flavor as an alternative route to Victory that you build up to, but doesn't need to all happen on the same turn. 

Final Smash Ball by Augie279 (Super Smash Brothers)
Finally, we have the Final Smash Ball in Dominion. I like the mechanic of everyone getting a "Final Smash" that they can strategize about when to use. However, as others have noted, I worry this particular effect is too automatic to really create much difference around when to use it. I don't love that it uses the Curse pile as the Curses will run in some games before people can buy this. But I think the idea of a once per game bonus that players have to decide when is best to use is definitely one worth exploring.

Worm Rider by BryGuy (Dune)
I guess there's a new Dune video game, I haven't played it, though I have enjoyed other 4X style games in the past like the Civilization series. A Duchy gainer that can discard Duchies to gain Spices, and combine a Duchy and a Spices into a Province. Using another Kingdom pile is a bit odd (what if Spices is already in the Kingdom?) but that aside, I think this is usually going to be too slow on most boards. Spending $6 and a terminal Action to gain a Duchy, and then lining up that Duchy and spending another terminal Action to discard for a Spices, and THEN lining up both of those and spending a third terminal Action just to get a Province is never going to be faster or more efficient than just buying and gaining the Province.



Honorable Mentions (in no particular order): Baba by NoMoreFun, Digger by grep, Vampire Lord by JW, Franklin Badge by X-tra, Donkey Breeder and Donkey by segura, Runner line by RovingBear

Runner Up: Tiberium Crystal and Tiberium Spore by xyz123

WINNER: Celeste Mountain and Winged Strawberry by faust


Congrats to faust and thanks everyone for participating! Now if you don't mind me, Prince Sidon and I gotta get back to the Water Temple.

41
Contest closed! Please check the OP to make sure I've got the latest iteration of your submission and let me know if I'm missing anything.

I'll do my best to get results up by end of day tomorrow or Friday at the lastest.

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24 hours

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Weekly Design Contest / Weekly Design Contest #190: Nintendominion
« on: June 13, 2023, 12:51:49 am »
WDC #190: Nintendominion

As I'm sure is true for many on this forum, my interest in gaming includes both board/card games like Dominion, but also video games. Some of my perennial favorites include Hollow Knight, Celeste, Hades, the Mario and Zelda franchises, Rocket League, Smash, Portal, Half Life, Roller Coaster Tycoon, Stardew Valley, and Animal Crossing. And unsurprisingly, my past month has been utterly consumed by the mind-blowing masterpiece, Tears of the Kingdom.

For this week's contest:

Design a card or card-shaped-thing that is inspired by a video game.

Contest Guidelines:
  • Your submission should either mechanically or thematically (or both) pay homage to a video game and its gameplay, characters, story, or world.
  • If not immediately obvious, please indicate which game(s) your entry is inspired by.
  • For our purposes, any game on console, PC, or mobile is acceptable. And despite this contest's name, any game publisher is acceptable.
  • I encourage freedom to pull from a broad range of game genres, though I also recommend trying to find thematic overlap with Dominion where possible. For example, a Treasure titled "Plasma Pistol" (from Halo) would feel distractingly out of place.
  • Your submission may be part of a split pile or involve additional cards.
  • Don't make me squint. Eliminate unnecessary words and complexity where possible.

Judgement Details:
  • Entries and revisions must be submitted by 5:00 PM CDT (10:00 PM UTC) on Tuesday, June 20. I'll have results posted on or before Thursday, June 22.
  • Entries will be judged on ingenuity, balance, simplicity, and creative mechanical or thematic homage to their respective video game.

Have fun! Looking forward to seeing y'all's designs and favorite video games!



Entries:

Zonai Constructs by Will(ow|iam) (The Legend of Zelda: Tears of the Kingdom)
Baba by NoMoreFun (Baba is You)
Digger by grep (Digger)
Enforcer by sumrex (XCOM)
Attuned by AJL828 (Heroes of Hammerwatch)
Titan by silverspawn (Heroes of Might and Magic II)
Vampire Lord by JW (Heroes of Might and Magic III)
Celeste Mountain and Winged Strawberry by faust (Celeste)
Dragonborn by LibraryAdventurer (The Elder Scrolls V: Skyrim)
Tiberium Crystal and Tiberium Spore by xyz123 (Command & Conquer)
Franklin Badge by X-tra (Mother)
Pelt Trader by Shael (Inscryption)
Donkey Breeder and Donkey by segura (Settlers 2)
Literature Club and Just Monika by Violet CLM (Doki Doki Literature Club)
Etrian Odyssey by fika monster (Etrian Odyssey)
Runner line by RovingBear (The Last of Us)
Coalition by LTaco (Crusader Kings)
Final Smash Ball by Augie279 (Super Smash Brothers)
Worm Rider by BryGuy (Dune)

44
Thanks for the win, Augie279! Lots a terrific cards this week, well done everyone.

I'll get the next contest up tonight.

45


Pick your two best cards to play and bid farewell to the rest as they sink into the mire.

*Edit: simplified wording, dropped the "You may"

46
Weekly Design Contest / Re: Weekly Design Contest #188: Make a Wish
« on: May 26, 2023, 03:19:20 pm »


Can we pretend that airplanes in the Night sky are like Shooting Stars? I could really use a Wish right now, Wish right now, Wish right now.

A Night-Reaction that can gain and play exactly one Wish per turn but only if you didn't gain any cards beforehand (and playing Wishes during your Night phase usually isn't as helpful). However, if you catch sight of a Shooting Star before Nighttime (via revealing), you can get your Wish early.

No idea on cost, $5 felt like too much, but maybe that's right? You don't really want these in multiples.

47


Here's my updated submission (also updated in the OP). Same name and idea, but should be a bit more painful as an Attack since it targets Action cards and holds them hostage until the player gains a VP card. I have it gain Golds so players likely don't want a bunch of them, and it's not a Duration anymore since the set aside cards should provide enough tracking.

48
All good feedback here, thanks Gubump, yeah there's definitely some inspiration here from Jester, and I felt letting it scale by player would be okay, but agreed that for Coffers it's likely a bit too strong. Definitely want to rethink how to make this feel more like an Attack--I see the comparison to Monkey. Okay, revisions coming soon, stay tuned.

49


Ransom is a Gold gainer that digs for an opponent's Action card and holds it hostage outside their deck until they gain a VP card. Sort of like a trashing Attack, except players can rescue their cards if they want by greening. Multiple Ransomed cards can all be rescued with the same VP card gain.

This should be a bit more painful than my previous one-turn any card version (and making it gain Golds makes players less likely to want a bunch of them). Once the ransom is paid, the kidnapped cards go back to the top of the victim's deck where they usually will immediately draw them for next turn. It's not a Duration anymore, since the set-aside cards should provide enough tracking. Players just keep them there until they get a VP card (which they'll likely be keen to pay attention to).

Previous version:

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ChimpGPT

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