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Messages - Aquila

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1
Variants and Fan Cards / Re: Dominion: Revolution
« on: Today at 07:54:10 am »
Card costs
Instead of or as well as a coin symbol, some of these cards have a card back where the cost is. It means that instead of or as well as $, your cards are involved in the cost. They can be anywhere, so long as you own them. Below the line, there will be a description of the cost.
You might think of Animal Fair having the option of an Action in hand as a cost. It's an option, card costs are not.

So to buy a Campsite, I can just fish two Victory cards out of my deck and/or discard pile, reveal them and discard them? Sure looks that way.
Ah, whoops that is unclear. The bit you bolded is just there to say in theory a card cost could include your cards in play ($0 cost Grand Market would be a card cost), or the number of cards in your deck. If one wanted to make such a buy condition it would be possible. It would be a bit weird, not much of an actual expense, but doable. I'll change the OP to say this.

So 'reveal and discard 2 Victories' is not specifying where to discard from because it's from hand, to follow the official way of writing instructions, and revealing them because of accountability.
Would 'discard 2 Victories, revealed' be clearer?

2
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 09, 2020, 06:07:32 am »
Quote
Replicate - Treasure, $6 cost.
$1
When you play this, you may play an Action from your hand, changing its +Card amounts into + $. You may gain a copy of it.
We can do Disciple on a Treasure can't we? You aren't gaining copies of itself, and here +card amounts are chameleoned to help slow cycling and the times you play it. Hopefully the $6 cost and the $1 worth are roughly right for balance.

This feels very awkward to play to me. Saving non-terminal actions for your Buy Phase to use them with this doesn't feel great and using it on terminals floods you with them very easily. I feel like this would still be on the weaker end even at $5.
It seems like you overlooked that 'you may' gain a copy, unlike Disciple. Still, when you choose not to gain it's a pretty feeble result, the power of one Action stretched across 2 cards.

So I updated it:
Quote
Replicate - Treasure, $6 cost.
When you play this, you may play an Action from your hand, changing its +Card amounts into + $. You may play it again like this and/or gain a copy of it. If you do both, trash this.
There's a Throne option so no power density is necessarily diluted. So you can gain things to build the deck then Throne them later, do both for a big one-shot, or keep this doing one function only. It's flexible, maybe worth $6 or even more.
Thank you and anordinaryman for feedback.

Updated Submission


Quote
Pendant - Action - Treasure - $3
+1 Action +$1

You may play an Action, Treasure, or Night Card from your hand.

You may trash this. If you do, play a non-Duration card you have in play.

Updated Pendant to remove the Silver+ness and it can't play Curses anymore. Now, even if you don't have a reason to play a card out of order, you can still use this as a Village during your action phase. So, it always have some use, albeit it would be the weakest village in the game. For fun, it can be a one-shot crown. The non-duration clause is to prevent confusing situations.

Edit: like always, open to feedback.
It looks like the on-trash ability wants to be Scepter. You can replay called Reserves for one thing, and for another, this makes infinite loops with Treasurer. Stick a +buy token on this for the win.

3
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 07, 2020, 01:37:29 pm »
Quote
Replicate - Treasure, $6 cost.
When you play this, you may play an Action from your hand, changing its +Card amounts into + $. You may play it again like this and/or gain a copy of it. If you do both, trash this.
We can do Disciple on a Treasure can't we? You aren't gaining copies of itself, and here +card amounts are chameleoned to help slow cycling and the times you play it. Hopefully the $6 cost is roughly right for balance.

Edit: took off the $1 worth, added a Throne option and self-trash if both Throne and gain a copy are done. Thanks anordinaryman and alion8me.

4
Variants and Fan Cards / Re: Dominion: Revolution
« on: July 07, 2020, 04:13:04 am »
...
I like the art! you do that digitally or painting or?

Glad you like it, I did it digitally. With a fresh eye I saw changes I needed to make, so it's a bit different now (see the original post 3 up).

Still, guess it's time I did that changelog. Some are mentioned already, so I won't cover those:

Changes:

Quote
Chemist - Action, $4 cost.
+1 Card
+1 Action

Choose one: discard a card for +1 Villager; or spend a Villager for +1 Card and +1 Action.
Chemist has +1 Action on its Villager spend option, as it should.

Quote
Farm - Action Duration Victory, $5 cost.
+1 Action
Set aside any number of Victory cards from your hand face up. At the start of your next turn, put them into your hand.
-
2 VP
Farm was too powerful as draw before, if you got a stack of them in play. Now it keeps the Victories out the deck in a more literal way, a stack of them letting you possibly do this permanently. The big hands are sometimes useful too.

Quote
Revolters - Action Attack, $4 cost.
+ $2
Each other player may take Exhausted or lose a Villager. Those who do neither gain a Curse.
-
When you gain this, each player (including you) gets +1 Villager.
Revolters is rather different now, the aim being to give it more self bonus than just terminal Copper. It now gives + $2, and in exchange lets other players avoid the curse also by losing a Villager (going right back to the initial premise as well). To make it put villagers in the game it gives them out on gain; this slows its early game threat down, and nicely scales with more players in doing this.

Quote
Trade Circle - Action reaction, $4 cost.
Choose one: gain a Silver; or trash a Silver from your hand for + $4.
-
When a card moves to your deck or discard pile from anywhere except the Supply not during Clean-up, you may discard this to draw the card and get +1 Coffers.
Trade Circle has a wider reaction window, letting it work on cards moving to anywhere in the deck or the discard pile (which it can now do because Sleigh), not including gaining. So sifters, diggers, Mandarin, Secret Passage, things like them. The on-play now gives $4 on silver trash rather than 3 Coffers, to help avoid any Coffers hoarding.

Quote
Tutor - Action Duration, $3 cost.
+1 Card
+1 Action

You may set aside a card from your hand. At the start of your next turn, if the card is an...
Action, play it;
Victory, discard it and +1 Card;
neither type, trash it.
Tutor has had its types and abilities attached to them moved around so that it can now trash Curses and Hovels as well as Treasures. Action Victories are a bit funky, so the +Card on Victories might go, but overall it's better for engines.

Prospect changes:
Quote
Consumerism - Prospect, $0+ cost.
+5 Buys
You may overpay for this by $2 so non-Victory cards cost $2 less for the turn, or by $4 for all cards.
Consumerism is more useful than infinite buys now. It gives you 5, then some options to Princess things. No overpay gives you buys when really needed, like the first version of this did, $2 helps build the deck, $4 helps a mega turn cash in. $4 might be a bit too high, so it may go to $3.

Quote
Dividends - Prospect, $0 cost.
+1 Buy
If you have the same number of Actions and Treasures in play, +1 Coffers and +1 Villager per 1 of each type.
Dividends also offers Villagers now, to make it a bit more inviting.

Quote
Manufacture - Prospect, $2 cost.
+1 Buy
Choose one to gain: a card costing up to $4; a copy of a card you have in play; or a Duchy.
Exhibit now looks like this. Artifacts on a prospect don't work, because seating order, so Emblem goes and the late option becomes a Duchy. It might be weak compared to the other 2 options. The mid game option now looks for a copy of a card you have in play, not one you've gained during the turn; much more usable.
And seeing that the Artifact's gone, Exhibit didn't seem like such a good theme anymore, so it's Manufacture.


New cards:


Quote
Spinning Jenny - Action Treasure, $5 cost.
+3 Cards
+1 Buy

If it's your Buy phase, then for the rest of the turn, cards with no [ ] cost in the Supply have one that reads, "to buy this, discard 2 cards".
Here's the cards version of Foreign Art. You often want draw in your Action phase, so this seems justified as an Action Treasure. Play any one of your Jennies as a Treasure and the universal card cost kicks in. I tried the cost at discard 1 card, but it seemed too good at big money.

New Prospects:

Quote
Commission - Prospect, $2 cost.
+1 Buy
Return to your Action phase. Replay the last Action you played this turn that's still in play twice. (Put your cube on it, then on this when it leaves play.)
Here's a one-time KC. Hopefully simple but not necessarily simple to use.


Quote
Demonstration - Prospect, $0 cost.
+1 Buy
Each player (including you) discards their hand and draws the same number of cards. Return to your Action phase.
Here's a possibility for an attack Prospect. We know how Minion is a once-per-turn attack to stop it being too oppressive or silly, and this follows a similar idea (just watch out with more players). For self benefit, you also reset your hand, so you choose whether to go aggressive or self-benefitting, or try both at once.


Quote
Imports - Prospect, $4 cost.
Gain a card from the trash.
-
Setup: add an extra kingdom pile to the trash.
You can either gain a single copy of a unique card for $4, or if there's other trashing (really, tfb) you can regain a trashed Province.


Outtakes:

Antique was too centralising, too much pressure. It should be brilliant on top of a split pile though.
Diversion, Potteries and Shady Deal are all out because Delayed is out. Exile exists now, and card costs are getting you thinking resourcefully about your cards.
Taskmaster is covered by Steam Engine, which has a nicer theme, and also Advancing Village.

5
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 02, 2020, 05:52:49 pm »
Wow was this weeks challenge tough.



Quote
Specialize

Move your +1 Action, +1 Card, +$1, or +1 Buy token to an Action Supply pile without the same type of token already on it.

Event
5 Debt

Just to be clear in how the card works, this means that Specialize could be used to move your +1 Action token onto a pile with another player's +1 Card token on it, but not onto a pile with another player's +1 Action token.
This might make 'first player wins' games with its debt cost. Like if there's one cantrip, the first player's first turn would be almost automatically put their +card token on it. (On turn 2 they can then specialise in something else.) Or +$ maybe, but the idea is there. Yes it's a slow start, and yes the other players can rush that pile, but the exclusive rights are surely too valuable. (If it's a card you want later, like +card City Quarter...)

Update to my entry, with cards names and images:



   
Quote
Land Grant - <10> - Project
Once per game, place a cube in a Landmark of Land Grant set that has no cubes on it. When scoring, it applies only for you.
Setup: make a Land Grant set with the following Landmarks: Acreage, Barony, Bishopric, County, Domain, Grange, Virgin Lands and Yards.
Acreage - Landmark
When scoring, 2 VP for different named Action card you have.
Barony - Landmark
When scoring, 2 VP for different named Treasure card and Victory Card you have.
Bishopric - Landmark
When scoring, 3 VP for each 2 different named cards in the trash (round down).
County - Landmark
When scoring, 3 VP for different type of cards you have.
Domain - Landmark
When scoring, 3 VP for set you have of Province - Duchy Estate.
Grange - Landmark
When scoring, 1 VP per Action card you have from an empty supply pile.
Virgin Lands - Landmark
Choose a card type besides Action, Treasure and Victory. When scoring, 3 VP for each 2 cards of that type you have (round down).
Yards - Landmark
When scoring, 1 VP per 4 cards you have (round down).

Feedbacks are always welcome!

Firstly a minor thing, Land Grant doesn't need to say once per game, it's a Project.
These look like a great set overall, each one having potential for a similar amount of VP.
Acreage could get more than the others for not too much effort, it could be a bit strong.
Barony is 12VP with not too much difficulty, a bit more sometimes, a lot more with castles (but that is an expensive commitment opponents can happily exploit)
Bishopric is my favourite here. It gets the notorious alt VP depending on the trash to work! It's very niche though, and maybe not worth it unless trash-for-benefit is in the game.
County is at least 12 VP easily, sometimes more without too much extra to do. It's probably too strong.
Domain might be on the strong side too? If you can hold all those greens that's a lot of extra VP in itself. It might be fine.
Grange becomes worthwhile if 2 piles empty. In some cases it can be crazy, like with horses (Livery).
Virgin Lands is nice in the set, sometimes it's doing nothing and sometimes it's doing lots. The way it's worded implies you choose the type when bought, but it would probably be nicer if you chose at the end (say 'when scoring, choose a type...')
Yards appears weak. Going for 12VP in line with Barony and County would need 48 cards. 3 Gardens in a deck with 48 cards in would give you that much, nearly 15.

Some ninja-ing from Fragasnap.



Edit: also editing my entry:
Quote
Monolith - Project, <8> cost.
Put your cube onto a kingdom pile with no other cube on it. When scoring, +2VP for each card you have from that pile.

A bit more influence and accessibility, so it's essentially a Landmark.

6
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 26, 2020, 05:22:34 pm »
This is a nice and challenging contest. Getting around the inequality whilst not creating unpleasant races to the best unique benefit (Tournament, Mountain Pass), swinginess (black market) or indirectly causing mirrors by the benefit of going unique being too strong.

This is my entry for now:
Quote
Monolith - Project, <8> cost.
Put your cube onto a kingdom pile with no other cube on it. When scoring, +2VP for each card you have from that pile.
An obelisk you can sculpt to suit your tastes. Go in early and you can seize the most hotly contested pile or deny one your opponent is focusing, or go late to pick a more obscure one. This might suffer from the unpleasant race problem, if going obscure late means picking undesirable stuff up.


@ Spineflu's entry: Grifter is the only attack; whilst you've done well in avoiding the race scenario, this one may still cause it.




Quote
Land Grant - <10> - Project

Once per game, place a cube on a Landmark of Land Grant set that has no cubes on it. When scoring, it applies only for you.

Setup: make a Land Grant set with the following Landmarks: Fountain, Museum, Obelisk, Orchard, Palace, Tower and Triumphal Arc. Choose at random Obelisk's supply pile.

This will surely make the race scenario, if not a 'first player wins' one, since Museum seems to stand out as vastly superior to the other Landmarks. Sometimes it's Tower with maybe a Silver flood strategy, but same thing.

7
Variants and Fan Cards / Re: A Dozen of Custom-made Cards
« on: June 23, 2020, 06:35:59 pm »
These cards show a clean elegance overall, they feel much better than what I remember of Odyssey (which isn't much).

Ballroom: simple design that's fairly failsafe. If playtesting showed you $6 was too little then this is likely good to go. Over other throne variants, this calls for precision deck control strategies.
Wording: you don't need to say 'you may', set aside up to 2 cards includes 0.

Clock tower may not be the best way to involve shuffles. If you want to do it lots you want some time to benefit from it. Go for something less centralising.

Custodian: I like the elegance here, how the attack neatly fits into the self benefit. It's probably a bit too rude an attack for my liking, contraband is self-inflicted. You'll also want to make it set aside something that would be discarded, otherwise durations get wonky (hirelings played multiple times).

Debate: you may have found this to be relevant or not, but you have to not play a card you want to try winning with, whilst the other players can play their card. A big sting if you lose, I imagine.

Dice games: the first time I end up discarding my entire hand to getting +1 Buy or +2 Actions every time, I'm probably finished with this card. It'll happen. The random outcomes need to be much less varied.

Duality achieves its intended purpose, though it needs to discard all of the other revealed cards as well as the other Action.

When 2 or more players (in 3+ player games) want to take collecting artifacts...?

Some games handler will probably be centralising, like ox, owl and rat maybe. A bit like a self-gaining nobles.

I guess with market town against tactician, it just feels better to prepare a future turn at the cost of the current one; you have something to look forward to. The opposite makes the wait between turns not fun. The cases where you can prepare for market town setbacks, like scheme and library, are very few.

Stray cat could simply read 'you may trash this from your Tavern mat for +3 Cards'. Sound and interesting besides this, control over draw quantity.

Comparing tithe to bridge troll, it's slower but ruder. It may not be fun to play against.

Truce is like 'I can get a Forge (player 2: 'I can get a Forge...') then a Goons for my opening? Don't mind if I do. And then city quarters? Sweet.'
So yeah, this is always causing trouble in the opening, even if just $5/Copper/$5.

Vigil may have enough reason for it to be added to decks, or + $2 at $5 cost would add more. Not sure I'd want to add an Action copper to the deck that has an attack that may miss.

Watchmaker feels very slow and very niche. What can it do that Way of the Turtle can't?

Mobsters and statue look sound and interesting. Draft, secret path, plague doctor and hops are sound and a bit less interesting.

8
Variants and Fan Cards / Re: Dominion: Revolution (new art)
« on: June 20, 2020, 06:36:48 am »
The OP has been updated with the current version of the cards. There are some new ones. I'll get around to putting a full changelog up later.
 
I'll put one image here though...

A radical change in more ways than one for Advancing Village. It's way simpler. (And does the art suit it?)

Campsite: A better village at cycling for 2 estates seems nutty for 5/2 splits.
Changed it to a plain Village. Now it's a question of whether it's too easy to get.

Colliery: Reminds me of Fortune, but for actions. Feels kinda niche since it heavily requires good actions in kingdom to combo with
while being harder to get than a province. Do the two trashed cards need to be the same card?
Changed back to including every Action, big and crazy being the objective. Yes the two cards need to be the same.

Foreign Art: Idk what I think of this card. If you can only get 1 in play it looks weaker than gold unless you have 2 dead cards.
And for getting 2 Provinces discarding 4 cards can be rough.
Also, it gets stronger in kingdoms with cards that already have a card cost, since it removes the penalty and the +buy.
Here I'm thinking the global card cost penalty could go on a draw card?

Steam Engine: Just trashing a gold seems too cheap to me. Seems like a fun card, but I can see this
instantly drawing whole decks. It doubles all actions for just -1 action each and lets you play a free Terminal.
As segura suggested as well, restricted it to up to 3 times.

Wastelands: I don't like how this devalues junk card attacks. It's a free Cemetery variant that cannot trash Estates that's possibly
worth +2 VP. These feel like a card you're forced to buy.
This is sensible, restricted the cost to Actions and Treasures only. And if it's used purely for trashing Coppers and Ruins, 4VP may be too much to give away, so it might do with having the variable amount it had before...

9
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 19, 2020, 04:34:25 pm »
I'm risking no picture:

Quote
Antique Fair - Project, $4 cost.
At the start of your turn, gain a Trinket to your hand.

Here's a project that may actually not be trivial; timing and viability of purchase are factors.

10
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 12, 2020, 03:18:35 am »
Here's a card I actually created a long time ago and have been saving for the right week, Iron Bridge:



Quote
Iron Bridge - Action - $5

Gain a card costing up to $4.
-
While this is in play, cards that share a type with the gained card cost $2 less.

It's "While this in play", so it's not too strong with TR variants.

(sharp eyed readers may notice its v0.2; the unposted v0.1 had only a $1 reduction and cost $4, but it felt much more interesting to have a $2 reduction, since the buy type was restricted.)
If you throne this, which card's types are being reduced?



My entry:
Quote
Tutor - Action Duration, $3 cost.
+1 Card
+1 Action

You may set aside a card from your hand. At the start of your next turn, if it is a...
Victory, discard it and +1 Card;
Action, play it;
Neither type, trash it.
My oldest fan card in its newest form. It does everything an engine likes (apart from trashing Nights but you don't have to do that) but it's slow. With Action Victories, I'm hoping I'm right in saying that they would be discarded, then stop-move applies and they can't then be played.

11
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 05, 2020, 05:27:15 am »
Quote
Bounty - Event, $5 cost.
Trash a card from your hand. Gain a card costing up to $2 more than it. If there's no other copy of it in the trash, gain a Gold.
-
Setup: trash a Copper and an Estate from the Supply.

It can make races to trash unusual cards, but are those races fun? Or will they be too random?
And you can of course Bounty the Golds into Provinces. The first to do this, putting the first Gold into the trash, essentially gets a Province for $5.

12
Dominion General Discussion / Re: Weekly Kingdom Design Contest?
« on: June 01, 2020, 11:35:08 am »
So the results of the poll show a lot of people said maybe, and I was one of those. I thought some more, and wondered if the format couldn't be better for this. Quite often somebody could post a brief and it would be like solving a puzzle. Once somebody posts a sound answer, it's either great in itself or others suggest small tweaks to it. So leaving a whole week would be quite boring.

So maybe all it would take is a thread where people post briefs and answers to them on a free basis, and then either on the first post or on another thread a list of the kingdoms could be put up for easy reference.

Option 5: I'd participate if using fan cards is allowed in the kingdoms. (which I know it probably won't be)
Could start a similar thread on the variants forum for this.

Is this better?

13
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: May 29, 2020, 06:49:47 pm »
This may be crazy:
Quote
Way of the Hedgehog
Choose one: put this on your Tavern mat and +1 Action; or play a non-Reserve Action on your Tavern mat (which can't follow a Way), and if you did return this to your hand.

Your Actions can hibernate in the Tavern until their optimal time, and you only need to have an Action in hand to call them off (only not 'call' them). They're literally put in reserve, so the Tavern mat is the one to use for this effect over Exile, cleanly avoiding all the Exile interactions. Reserve combos, I think it's just Distant Lands and Teacher, and I'll let those slip by.

+1 Action on the move to the mat, or no +1 Action? That is my current question. It's not clever too often to terminally put an Action in reserve, but trashers you're done with, Ruins, terminal draw at a bad time... Adventures tokens working twice too, on the reserving and the call off (the Way use limitation is there to stop infinite Hedgehog-ing for infinite token boosts).
Overall the cases for keeping it there are strong enough, and these mentioned combos are safe in the light of some mousey and chameleonic combos we already have.

Hey Aquila, my english is not so good, so please help me to understand: when you say "which can't follow a way", do you mean "the card can't be played as a way" or "the card can't be played right after a card played as a way"?
The first one, the card can't be played using a Way if you play it from the Tavern mat. It seemed the most natural and clean wording to use; you follow a path, you follow the way.

Still, Faust brought out what I needed to see about this, it is crazy in that it does too much, you do indeed use it in any kind of engine to make shuffle luck much less of a thing. Way of the Turtle covers just the interesting field. This may be made to work as a kingdom card for reduced accessibility, but not as a Way.

So a new entry:
Quote
Saddler/Bridle - Action type split pile, 5 Saddlers on top of 5 Bridles.

Saddler - Action, $3 cost.
+1 Action
Choose one: gain a Horse; or draw until you have 5 cards in hand.

Bridle - Treasure, $5 cost.
$2
When you play this, you may play a Horse from your hand. If you do, return to your Action phase.
Inspired by Watno's Wages/Day Labourer from contest #9, which I regret underrating. I worry a little bit that there's swinginess in lining Bridles and Horses up, especially if you have several Treasures in deck to play down with the Bridle for reducing hand size for Saddler.

14
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: May 28, 2020, 05:47:42 pm »
This may be crazy:
Quote
Way of the Hedgehog
Choose one: put this on your Tavern mat and +1 Action; or play a non-Reserve Action on your Tavern mat (which can't follow a Way), and if you did return this to your hand.

Your Actions can hibernate in the Tavern until their optimal time, and you only need to have an Action in hand to call them off (only not 'call' them). They're literally put in reserve, so the Tavern mat is the one to use for this effect over Exile, cleanly avoiding all the Exile interactions. Reserve combos, I think it's just Distant Lands and Teacher, and I'll let those slip by.

+1 Action on the move to the mat, or no +1 Action? That is my current question. It's not clever too often to terminally put an Action in reserve, but trashers you're done with, Ruins, terminal draw at a bad time... Adventures tokens working twice too, on the reserving and the call off (the Way use limitation is there to stop infinite Hedgehog-ing for infinite token boosts).
Overall the cases for keeping it there are strong enough, and these mentioned combos are safe in the light of some mousey and chameleonic combos we already have.

15
Dominion General Discussion / Re: Weekly Kingdom Design Contest?
« on: May 20, 2020, 07:12:03 pm »
Nice to see the initial interest, but I feel there could be more. I've made a week-long poll, please fill it in even if you're not interested.

Thanks

16
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: May 20, 2020, 07:00:27 pm »
The Treasure:
Quote
Swan - Treasure, $0* cost.
$2
When you next buy a non-Victory card this turn, exchange this for a copy of the bought card.
(This is not in the Supply.)

And 2 gainers:
Quote
Swannery - Project, $5 cost.
When you shuffle to make a new deck, first gain a Swan.

Quote
Swanherd - Action, $5 cost.
Gain a Swan. You may trash a card from your hand, then +1 Card per card you've trashed this turn.

Swans could be eaten for meat during medieval times, and monks could keep a swannery to sustain themselves or provide a meal for important guests. Their feathers could also be used for hats and quill pens. And yes, someone appointed to manage the swannery was/is called a swanherd.

Swan is similar to Feast to reflect those distinguished meals they made, becoming a copy of a bought card and giving $2 towards that card. That can speed the game up a fair bit, so its gainers need to not be too fast themselves.

Swannery gets you one Swan per shuffle. As you get more Swans the deck usually gets thicker, decreasing the gain rate; unless of course you gain drawing power, so there could be a better gain trigger here.

Swanherd likes having a lot of cards to trash (to have a kind of connection to Goatherd), and Swans help there. I could've just made it 'gain a Swan' but that's a bit boring. Adding +Action is tempting but feels a bit crazy. It's trashing, payload and a bit of draw already.

17
Dominion General Discussion / Weekly Kingdom Design Contest?
« on: May 16, 2020, 05:55:28 pm »
Over on the Variants forum we have a weekly contest to design fan cards, and I thought we could easily have just the same for designing really interesting kingdoms (of official cards). Dominion is that big and expansive now that it could be fun.

So how it would work: each week, somebody thinks of a central theme or concept they want to see in a kingdom, then others try to design a kingdom to fit the brief. Then the contest setter judges each kingdom design and chooses a winner, and that winner gets to pick the brief and judge for next week. Time rules aren't rigid, of course, because life.
The spirit wouldn't primarily be about winning weeks, but to come up with games that people look at and want to go and play at their next games evening/online/etc.

Would this be interesting? Would it help to create more fun Dominion? Is it already done somewhere, like on Discord (I'm not on there)? Or is there a better format?

18
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: May 12, 2020, 09:08:34 am »
Quote
Instruct - Action, $5 cost.
Do these in any order:
gain a Silver;
put a card from your discard pile into your hand;
trash a card from your hand and gain a card costing up to $1 more than it.

Quote
Quicksilver - Action Reaction, $4 cost.
+2 Cards
-
When you gain a card, you may discard this to exchange the gained card for one costing up to $2 more than it.

I made Instruct before, though it's now at $5 to be balanced. Quicksilver is a simple thing that's often just a Silver but does crazy stuff here.
Edit: just to reiterate more, each is designed to be a separate, unrelated kingdom pile. If you select them both, wild times; if you select just Instruct, a diverse, flexible, adaptable card; just Quicksilver, something you'll often pick up over Silver.

19
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: May 11, 2020, 09:07:33 am »

I thought Exile would be a good fit for a Lookout-ish trasher because it means it's much less of a disaster if you hit 3 good cards. This is a last minute attempt at something along those lines.

It seems prudent to mention that Donald's testing found that it's bad to Exile useful cards. I guess it feels awful when another player empties that pile out or something.

I know it's a bit last minute to bring this up, but where are you getting this from? A bunch of the official cards are exclusively used to, or give incentive to Exiling useful cards.

Yeah, I remembered Displace after I posted this. This is from the Menagerie Secret History:
Quote
The cards that tried to save cards for later in Exile included one suggested by Matt, that seeded Exile with something and always made you swap. Initially it was Silver but that was nuts; then it was Copper and well, did I mention you don't really want to put your good cards into Exile for later? You just don't.
So it's just the choice of saving for later that's bad, and being forced to Exile something good for a bonus or penalty is fine. I should have read this twice and been more specific, sorry if I misled anyone.

Gaoler is nice in that you could save for later if you really wanted to, but it's not its primary function. Clean and elegant.

20
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: May 10, 2020, 02:12:18 am »

Anyone else's favorite part of Messenger the on-buy part? This card builds on that idea by making it the main focus. Everyone gets this card, but the player of the Courier gets it very soon (next turn, or even this turn) while everyone else needs to buy a copy first.
...
Or they just get their own Courier and gain a copy. That might emphasise pile emptying even more, and the lock in Exile forever bit depending on seating order.

21
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: May 07, 2020, 05:30:04 pm »
It seems prudent to mention that Donald's testing found that it's bad to Exile useful cards. I guess it feels awful when another player empties that pile out or something.

Anyhow, my entry:
Quote
Relief Aid - Action Victory, $4 cost.
You may let each player (including yourself) trash a Copper from their hand. Exile up to 2 Coppers from the trash.
-
Worth 1VP per 3 Coppers you have in Exile (round down).

Edit: made the copper trashing optional, using wording that doesn't appear on any official card. Does it make sense? Each player has the option to trash if you let them, they aren't forced to.

It almost reads like you choose per-other-player whether they can or not?
Like if I'm playing against Aquila, Barbarossa41, and ConMan, I can say, hey, Aquila, you get to trash a copper this turn, and i get to, but not Barbarossa41 or ConMan.
I know you're more experienced of a designer than to make that political of a card but someone newer to the game may see it that way.

You may want to do something like
Quote
Choose one or both:
Each other player may trash a Copper from their hand; or Trash a Copper from your hand.

Exile up to 2 Coppers from the trash
-
Worth 1% per 3 Coppers you have Exiled (round down).

OK, let's try avoiding fancy wording:
Quote
Relief Aid - Action Victory, $4 cost.
You may trash a Copper from your hand. If you do, each other player may trash a Copper from their hand. Exile up to 2 Coppers from the trash.
-
Worth 1VP per 3 Coppers you have in Exile (round down).
It just looks clumsy, but I guess it's fine. Either everyone may trash or nobody does, your choice. I hope it's an interesting choice for the opponents; sometimes you need to keep a Copper, sometimes you don't want to give VP away even though you're thinning the deck.
Although actually, there's not much that can be done to counter an opposing Relief Aid other than going with your own and contesting the Coppers, you're not going to hold them back and keep them in deck, so it might just cause mirror games...

Alright, here's a new entry:
Quote
Escapist - Action Attack, $4 cost.
+ $2
Each other player gains a Curse. They may reveal a Curse from their hand; if anyone does, Exile this.
Opponents can get a bit of payback, but hopefully not enough to avoid getting this at all.

22
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: May 05, 2020, 05:03:09 pm »
It seems prudent to mention that Donald's testing found that it's bad to Exile useful cards. I guess it feels awful when another player empties that pile out or something.

Anyhow, my entry:
Quote
Relief Aid - Action Victory, $4 cost.
You may let each player (including yourself) trash a Copper from their hand. Either way, Exile up to 2 Coppers from the trash.
-
Worth 1VP per 3 Coppers you have in Exile (round down).

Edit: made the copper trashing optional, using wording that doesn't appear on any official card. Does it make sense? Each player has the option to trash if you let them, they aren't forced to.

...

It would do something slightly different than Aquila's wording, since with the wording as is, you could deny them the trashing, if you skip it yourself.

I would drop the "Either way". What does it do on the card? There is no dependency between the sentences, that would suggest you exile the Coppers only in one of the cases.
Rhodos is correct on both accounts, thanks for this. I've removed 'either way'. Sometimes there are plenty of Coppers in the trash and you don't want to give them the trashing gift. The whole everyone trash bit is there to be thematic (will they contribute to the charitable cause?) and to allow other copper trashing in games to be superior (the main role of this is VP).

23
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: May 05, 2020, 04:36:30 am »
It seems prudent to mention that Donald's testing found that it's bad to Exile useful cards. I guess it feels awful when another player empties that pile out or something.

Anyhow, my entry:

Quote
Escapist - Action Attack, $4 cost.
+ $2
Each other player gains a Curse. They may reveal a Curse from their hand; if anyone does, Exile this.
Opponents can get a bit of payback, but hopefully not enough to avoid getting this at all.


Former entry:
Quote
Relief Aid - Action Victory, $4 cost.
You may trash a Copper from your hand. If you do, each other player may trash a Copper from their hand. Exile up to 2 Coppers from the trash.
-
Worth 1VP per 3 Coppers you have in Exile (round down).

Edit: made the copper trashing optional, using wording that doesn't appear on any official card. Does it make sense? Each player has the option to trash if you let them, they aren't forced to.

Edit 2: removed 'either way' as per Rhodos' observation.

Edit 3: made the copper trashing clearer. Then changed entry to Escapist. (Relief Aid would probably cause mirror games.)

24
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: April 29, 2020, 06:07:47 am »
Just to say I've revised my entry:

Quote
Community Farm - Project, $5 cost.
When you buy a card, choose one: discard a card for +1 Villager; or spend an unused Action for +1 Coffers; or pay $1 to gain a Horse.
Resource conversion. Triggering on buys looked like the best time to work, otherwise pay $1 for a Horse was a bit strong.

I guess I was looking for first impressions with Night Market. It would either be elegant or boring, and it seems like it's boring (0 upvotes). Compared to this new entry it's boring to me too, so there we are.

25
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: April 27, 2020, 04:36:27 am »
$6 Action
Gain 3 Horses to your hand
I think Aquila warned against Horse gaining to hand in his guide, because it has the same problems as +1 Card tokens; you would just always use them immediately if you could. That said, this is a neat idea imo.
So gaining horses to hand with a terminal Action is like a draw card needing another Action to unlock this turn (if you then made the player reveal and return all his horses in hand at Clean-up, it would be just this and no later effect; could be quite cool, or swingy. Barbarossa's card could be good if gaining 2 horses; 2 or 4 cards now if an extra Action, otherwise the horses for later). If it were non-terminal there would be almost no point to the horses. So I've now specified non-terminal to the guide, thanks for helping me see that mistake.

My entry:
Quote
Community Farm - Project, $5 cost.
When you buy a card, choose one: discard a card for +1 Villager; or spend an unused Action for +1 Coffers; or pay $1 to gain a Horse.
Resource conversion. Triggering on buys looked like the best time to work, otherwise pay $1 for a Horse was a bit strong.


Former entry:
Quote
Night Market - Night, $5 cost.
+1 Coffers
+1 Villager

Gain a Horse.
-
This is gained to your hand (instead of your discard pile).
Slow starting Bazaar sped up a bit with gain to hand, which may not be needed. It's either elegant or boring; I tried to remove the boring with my new entry.

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