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301
Variants and Fan Cards / Up to Date Guide to Fan Card Creation
« on: January 06, 2020, 05:37:32 am »
The stickied guide by rinkworks highlights common pitfalls to avoid, costing your cards, and how you can make and print your ideas. It is completely right in its introduction:
The first rule about creating custom fan cards for Dominion is that you can ignore every single rule about it if you want to. Dominion is a game. Its purpose is fun. If you've got a card idea that sounds fun, do it. Playtest it. If it remains fun after scrutiny, keep playing with it.
This is kind of an update and fork from that guide. It covers all the present mechanics, and describes the whole design process for those new to fan card creation.
If you just want the mechanics know-how, go straight to the Research section.

Spineflu wrote a fusion of these two guides, with some extra details, here on the wiki.


Dominion is a very simple, highly flexible game model, and it's very easy to add to. With that flexibility, though, is the potential to land upon uninteresting ideas. While they may not break the game and be imbalanced, your ideas could get to be disappointing in some way after playing with them for a while. Particularly disappointing if you went through the trouble of getting them printed out.
If a house is going to be safe to live in and stand a long time, it has to meet high building standards. Some may meet those standards, but also be a bit boring or offer poor quality of living. Similarly, Dominion cards may be safe but not give a great play experience.
This guide offers suggestions for making your good ideas into great ones for the long term before the final send-off to print, big reveal to your friends, etc.; it goes through the design process, identifying where people can take a bad turn, aiming to help refine your card ideas to be just what you want them to be.
I talk a bit about expansion design. You might consider making one as an extra level of interest that involves more depth than making individual cards. Parts referring to expansion design will be in this font.
 
TL;DR
  • Be open minded. When you get an immediate good feeling for an idea, note it down straight away.
  • Know the rules and makeup of Dominion well (but you don't have to be a top pro player). Refer to the Research section for help.
  • Creativity blocks and lack of inspiration are possible with longer projects. Don't try to battle through if you're on a time constraint, rather factor them in to your schedule. Keep clear notes so you know what you're doing when you come back.
  • To make a design fun to play long term, focus on the mechanics first, then its theme. The more open it is to interactions, the more replayable it will be and hence interesting long term; but if it's strong in every game, it won't be interesting.
  • Put yourself in a player's shoes and see what mental skills and strategic thinking your design stimulates.
  • With designs incorporating player interaction, always let decisions opponents make involve them thinking about their own advantage.
  • Individual card designs start with a brief. It should state a required property or mechanic, and be understandable to another person.
  • Each card you make should be on the same power level as the official ones.
  • Imagine your design in a game whenever you make a change to it, to see how every other aspect of it is affected. Running a few solo tests may help.
  • You should be able to sum up what your card designs do in one quick sentence.
  • For testing simplicity, get another player to explain what your ideas do.
  • Upvotes on this forum show a good first impression, not necessarily a good overall design.
  • Be realistic. Dominion has flaws that fan cards can't overcome.

A note from the author
This guide may look like a rather serious look into the field of Dominion design, but I'm well aware this isn't the most important thing in life! I just settled into playing and learning the game, the idea of making custom cards came up some day, and I fell in love with the thought instantly. I like designing, and Dominion is a simple yet diverse game that is amazingly expandable, yet with traps to avoid. It's been such an interesting process!
It feels exactly the same as playing with Lego to me. The different mechanics of Dominion are like the different pieces in the Lego set, and the cards and expansions I've made are the models.
This guide is the product of several years of casual exploration, written through personal interest and seeing how the forum is continually active. I haven't playtested any of my designs with others or printed any out.

A frank note: have a balanced view of your designs and projects. If you obsess over them, you will never feel satisfied. With all my enthusiasm I have become quite materialistic about my designs at times, chasing after perfection and loving the ideas I considered already perfect too much. This could get very distracting when it was time for important things. The perfect game is less about what the game is, and more about when it is played; provided the content is clean and decent. It is just for recreation, and recreation is supposed to satisfy. Trying to make the perfect Dominion will lead to frustration.
On the positive, the design skills and principles fan card creation can develop can be very practical for important work. If this guide helps you pick some up then I'm happy!

Glossary
Replayability refers to how well a design maintains its interest when played with in lots of different games.
Flavour and theme are used interchangeably to refer to a card's name and its story, and how the other properties of the card connect to it. Mechanics and functions/functionality refers to everything the card can do. A card's properties are its name, abilities, types and cost.
A play theme is a way of building a deck. A thin deck that plays itself every turn (an engine) or a thicker deck with lots of Treasures (called big money) are two example play themes.
Direct payload refers to anything that can directly help getting ahead on VP, so , +Buys, tokens, gaining Victory cards and sometimes cursing Attacks. Drawing cards, gaining non-Victory cards, other Attacks, and trashing junk would all be indirect payload.
All random games are those where all 10 kingdom cards and landscape cards are randomly selected.
VP is short for Victory Points. Alt VP cards are those that can provide alternative victory point options to the usual Provinces and Duchies, e.g Gardens.
Terminal Action effects are those that use up an Action, to potentially terminate your Action phase. Any that give +1 or more Actions, or that are on Treasure or Night cards, are described as non-terminal.
Cantrips are non-terminal cards that also draw.
Deck cycle time refers to the game time taken for a card to be drawn into hand. A card gained onto deck takes much less deck cycle time to get to hand than one gained to the discard pile.

Contents
Situation (your audience, aim, motive)
Design Brief (the project's aim)
Research (Lots of really useful stuff to know all in one place)
Specification (checklist for your project)
Design Ideas (putting card designs together)
Testing (proving your cards balanced, fun, simple)
Final Outcome (ways to publish)

Now let's follow the order of the design process and apply it to Dominion. No matter how you make your ideas, with paper notes or mental ones, casually or organised, you're going through the same process to get to your final outcome. Even if you have ideas down already, it may be beneficial to step back and look at the basics, to identify where design flaws actually are.

Important points are highlighted in bold.

302

Lots of brevity here to make room for all the instructions. Cantrip trasher that powers up if you trash better things. It might be crazy, though it's at $6 cost.

303
Weekly Design Contest / Re: Weekly Design Contest Thread #54: names itself
« on: December 06, 2019, 08:07:17 am »
Great, let's see if we can fix up Raven:

Quote
Raven - Action Reserve, $3 cost.
+1 Card
+1 Action

You may discard a Treasure to gain a Raven. Put this on your Tavern mat.
-
When you gain a Province, you may discard this from your Tavern mat. If you do, each other player gains a Curse.
I've changed the way of gaining another Raven to discarding a Treasure, and lowered the cost to $3. So it's initially a very low opportunity cost but it gradually builds up over time if you increase your flock. Possibly it's too low and everyone rushes to empty the ravens out first, but the provinces are delayed in the process.

304

305
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 21, 2019, 09:04:56 am »


Put simply, a Villain variant with a silly name that varies in power each game, targeting a specific price point that's guaranteed to be there (even if only the Henchman is at it). The stronger it is, the more expensive it is.

306
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 19, 2019, 05:48:44 pm »
And so contest #52 is on its way, the 1st year anniversary!

307
Weekly Design Contest / Re: Weekly Design Contest Thread #51: Curse card
« on: November 13, 2019, 10:21:17 am »
It's a stretch, but:


There are 20 of these.

Whenever you gain a Curse, you can get one of these instead, a falcon to chase the crows away. You effectively change attacks from a Curse to a discarding one to get it, so the attack still hurts. Falcon is a weak but not insignificant card that you'll want over a Curse often, but getting too many like this will be a bad thing. One can still spam Curse attacks if they wish, but the junking and the -VP are mitigated a little. You could also buy this for $0 and 2 discarded cards, and this is why I costed it $2 whilst it's probably $1 strong, to make this a more distinct feature and to be a bit better with trash-for-benefit.

308
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: November 06, 2019, 10:41:10 am »


This has the design flaw of generating VP without bringing the game closer to its end. There can come a point where everyone has well-made florist decks and there's less than 6 points between them, and the best play is to keep running the deck through to get VP because nobody can run the risk of the last Province deciding the winner. A never-ending situation.

309


This lets you discard something to get a better but similar card in your deck. You can build your strategy around it. But, with a lot of revealing on a cantrip, it could be too slow to resolve, and maybe it should be $5.

310
Variants and Fan Cards / Re: Dominion: Dynasties
« on: October 29, 2019, 05:03:21 pm »
Another update, with several new cards and changes to fit Donald's new errata. The OP hasn't been updated yet - edit: it has now.


Festival Grounds no longer has to gain a Chief 'from its pile'.

Chief himself is rather different. The way he got money before, opponent chooses a card for you to discard, is uninteresting at times, and also likes a smaller hand together with draw to X. He's supposed to be strong payload that behaves a little differently in different decks, so with Festival Grounds what the other Kins are can affect him too. Now he makes money by directly liking a big hand, and there's a VP bit added on too as that makes thematic sense. Overall, you will at least get some possible draw, 2/3 VP and +$2. Lots, perhaps too much.
And he's no longer a Kin; see further down, he could now exist in games with no Kins in.

Mead Hall can take on the Command type to be cleaner and safer against further expansions, but because it leaves play straight away it can't really do the conventional 'leave them there' can it? Nothing's there tracking the played cards. Ah, just as I write this I realise I need to set each played card aside a la Encampment to prevent Scheme stuff - edit: done, in OP.

Ambush and Targeted get changes to fit the weekly contest feedback. Ambush costs $3 and is terminal so it hurts a bit more to have to gain to move Targeted, letting aggressive play be more possible. It also no longer moves Targeted on trash, but you can choose to trash it on play now, letting you remove a weak card from your deck if you don't need so much Targeted control. Targeted now just works on gains, it's simpler, safer and cleaner.

My idea for a fix to Armoursmith is to prevent it coming in early by it needing a $5+ in play. Extra powerful with gainers like this, but it was anyway with their deck thickening.

Bridleway no longer has to say '(but not less than $0)'.

Engraver has a nerf to its VP gain, it felt too much together with the early game function as well.

Scrounger's attack was unreliable and I suppose a bit swingy. That's now gone, you get the Gold before the discard pile disappears into your deck and you get more control over how it does so, choose up to 3 on top and put the rest on bottom. You can be clever with it.

Thane doesn't have to say you look through your discard pile anymore.

Likewise Tinker, which now also limits the cost of the discard trash to $6 or less to stop Province Copper grinds, and lets you combine it with a card in play to be more reliable.

Tasks get fancier rewards to make them even more persuading:

You could put Project effects on them, the Accomplish token doing the same job as the Project cube. Build is going to thicken the deck, so drawing more of it makes sense.

Once you trash down, you often need to build up again. Demolish helps there.

Impress should be hard to do most of the time, respectable enough to win the allegiance of the top man himself and a bump up to 5VP.

And the new ones. Again, I keep quiet about their synergies within the set so you can have the fun of spotting them:

Brute, an Attack that discards a pair of cards from opponents' hands. Not new, I've seen it around this forum, but I believe the idea for balancing it is? It must be the first Attack a player gets hit by between turns for it to do anything. With the self bonus as terminal +$, it'll be hard for one player to launch a follow-up Attack.

Caver, cheap draw that can sometimes bring a powerful +2 Cards + $2 if you time its play right. Or it simply changes its function once you've drawn your deck.

Cooper, like a non-terminal Beggar-for-2-Coppers then Cellar. Powerful, quite diverse, but junks your deck. It has a few similarities to Goose, but it should be different enough; this is strong early.

Forester, woodcutter that can put one Treasure you gain during the turn straight into play. You can use the extra buy to easily inject money into the deck. (Yes it appears to fit into Revolution better with its Treasures theme, but the tendency to casually buy a Silver that effectively costs $1 or a Gold for $3 would suit this set more. It's hard to call where it should go.)

Instruct, a fancy remodel. You can remodel for something costing $1 more straight back to hand, but with a Silver bloating your deck each time. Or that Silver could be turned into a $4 for a simple workshop, or you get a Silver and something else decent. Flexible, but perhaps niche overall.

Weaponsmith, a cursing attack that launches with discarding 2 cards costing total $5 or more. It adds incentive to move good things to the discard pile, or generally it has the neat feature of being a later game curser.

I have other ideas but this is enough for now.

311
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 27, 2019, 06:52:17 pm »
I'm changing my entry a bit:


I went down the big card route rather than support big cards route; you can actually make one appear in the game that way. Safe can only give 1 Coffers now, to make things a bit harder to hit $7, and lets you top-deck something instead, sometimes useful generally but here could include preparing something for Foundation to hit.
Foundation is a Hireling Upgrade-gaining-to-hand. It can stack (though perhaps the gain to hand is too strong), be something to save Coffers up for, and acts as a $1 cost step between Gold and Province.

312
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 25, 2019, 05:26:53 am »

I had +1 Coffers as an Heirloom floating around in my head for a while. Then I thought, it lets you get fewer, bigger buys, so the card it's attached to needs to either be big itself or support them. I did the former; Hireling that does Upgrade gaining to hand at the start of every turn. Copper trashing may be lessened a bit if one chooses to use Safe, and the $7 cost is hopefully balanced and makes a $1 cost bridge between Gold and Province. Gain to hand may be too crazy, but at least that card probably won't be hit by Foundation next turn.
Then Safe just as 1 Coffers looked a tad boring, so added the extra bit on. You might save something for Foundation next turn?

Edit: replaced old entry:

I first went down the support big buys route, but then there may never be any big buys in the game. Safe had to change since 2 Coffers saved makes things a bit too easy to hit $7. Also, spot the mistake on each card! Safe is easy, but see if you can find aristocrat's (it's not non-Duration).

313
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 17, 2019, 09:10:45 am »
I wonder if I can reuse one of my newest mechanics ideas here...



A $4 that can be a $5 but it weakens the next vanilla Action you play, using a State to take 1 point off a bonus it gives before you resolve it. Taunted/Twice Taunted is a two-sided State that reduces 1 Action per side so Twice Taunted affects the next 2 Actions.
The ways you can get around the setback like with Remodels and draw-to-X might make this too strong overall.

314
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 16, 2019, 03:40:33 am »
Five Year Plan feels the safer design, so I'll say majiponi is second.

315
Weekly Design Contest / Re: Weekly Design Contest Thread #47: Results
« on: October 15, 2019, 10:12:44 am »
Contest #47 Results

I find there are two ways to go with Artifacts, make them easy to take to make competitiveness or hard to take for a way to get ahead. Events I thought could be a great way to make both happen, being there ready to buy whenever the time is right. In either case, the main asset of Artifacts in Dominion is player interaction, so in judging your entries I've tried to keep in mind how a strategic player will feel as the Artifact moves around.

Supervision/Sandals (segura)
Event, $0 +1 Buy, discard card with two or more types to take the Sandals.
Artifact, at the end of your Buy phase, choose add 1VP to this or take the VP.

This creates competition and either risky or carefully measured decisions based on tracking what your opponents have when on whether to take or add to the VP pool. Play things safe and get 1VP every other turn and that does you out of several turns of potential 1VP adds. Or go super safe and never choose to add any VP; that would be a bad scenario, which would probably happen when everyone builds to take the Sandals every turn. The cost to take and keep the Sandals is not using a two+ -typed card, an elegant way to ensure it's something useful most of the time; though of course, there won't always be a two type card in full random games so you have to make it happen, so this loses a little cleanness there. Needs playtesting with Tunnel and Faithful Hound too.
Overall: Make adding a VP mandatory when there are none. That someone's investment on one turn can yield no reward (Tunnel exempt) will probably make this have a limited audience; I for one don't like that.

Surveil/Beacon (spineflu)
Event, $2 +1 Buy, look at the top card of your deck, discard, trash or put it back, if you've trashed 3 or more cards this turn take Beacon and put deck into discard pile.
Artifact, when you shuffle you may first trash a card from your discard pile. Play with your deck face up.

The change to 1 card look $2 cost makes things so much better, not just for balance but now the Beacon has a lot more to do with trashing, both with the shuffle trash and knowing the top card of the deck. The idea of an Artifact that flips the deck over had crossed my mind; one could look through their whole deck (whilst the other players should just see the top), bottom card becomes top, but you'd have to ensure they can't look during shuffling so they can't get the order just right. Taking it calls for a fun twist on trashing, losing several cards during the same turn whilst still producing $2 so Chapel and Count aren't so relevant.
Overall: this makes trashing fun. The concept is great, but I wonder if the Beacon couldn't be changed to be an always relevant effect. If you trash to take it the shuffle trashing might not be needed, and sometimes knowing your deck makes no real difference outside of peace of mind.

Mining/Pick (Doom_Shark)
Event, $3, trash a card from your hand and gain a card costing up to $2 more than it, if you trashed a card costing $4 or more take Pick.
Artifact, when you trash a card you may gain a card costing less than it.

Mining is similarly powerful in the opening; it does work against the normally superior 5/2 starts, but losing 2 Estates will be a much more marked difference in deck power. Later on you can change Golds to Provinces and pick up some Duchies with the Pick, and this will really be the main reason to compete for the Pick. Winning by pile driving is another reason.
Overall: it's neat how the Pick comes in late when one would want it, and the competition for it to pick up Duchies is quite interesting, but the starting game will be pretty automatic.

Revolution/Guillotine (grep)
Event, $4, gain a card costing up to $5 and a Ruins, take Guillotine.
Artifact, at the start of your turn trash a card from your hand, if an Action +1VP.

This looks like one influential Event. You get a $5 and a Cathedral for $4, with a Ruins to get around. The early game could be really affected by this, particularly when the other trashing in the game is weak; yet the more one competes for it the more they undo their trashing with the Ruins. When there is other trashing to handle the starting deck, the Guillotine can be a setback later if it misses the Ruins with nothing else bad to trash. Buying late Revolutions will be about Duchies and cashing Actions in for VP, generally creating an easier Duchy dance at $4 cost but risking big loss of deck functionality.
Overall: every positive to getting this is set back by something negative, so there's great strategic depth here. Every negative is self-imposed, so things feel fine when they go wrong. Player interactivity is created by the threat of one thinning and possibly gaining VP. It's a contender.

Five Year Plan/Communism (majiponi)
Event, $3 +1 Buy, take Communism.
Artifact, this turn put 2 of your cards onto your deck in any order when you discard them from play.

Save $3 to Scheme 2 things. It'll be something to consider building around for late game, or possibly going for Duchy instead of province if it will potentially turn things round. It may be competed for during mid game building with spare $3s or to save a dud next turn.
Overall: simple and sound, and it creates some competitiveness. $2 cost might be better, but maybe this is better balanced. A contender.

Reconnoitre/Compass (mandioca15)
Event, $5, if you gained a Victory this turn take the Compass. Otherwise +1VP and trash a card from the Supply.
Artifact, at the start of your turn discard up to 2 cards then draw that many.

It's either Salt the Earth for any Supply pile or take a cantrip cellar-for-2-cards start of turn effect. The former probably is worth $5 for being a 'better' version of the Event. Compass is certainly handy to have and worth competing for, but for $5 and a gained Victory? Letting the Victory gain determine which option makes good sense, the greening can be sifted through with Compass, so the Salt the Earth bit bumping up the $ cost I'd say is holding competing for the Compass back.
Overall: change the no-Victory-gain option to something else that's cheaper, and I think it'll be a great design.

Subscribe/Floating Trophy (grrgrrgrr)
Event, $5, gain a card costing up to $4, move your Trophy token to its pile (when you play a third card from its pile during your turns, take Floating Trophy).
Artifact, at the start of your Buy phase +1VP.

Set up a way to take the Trophy, and if you run an engine playing the 3 cards each turn get 1 VP each turn. It'll be a race to start with to see who can get the first VP, who can get ahead, which can be fun (and whilst Treasures can take the Trophy Actions are way better). Later on shuffle randomness might become a factor affecting the swing.
Overall: a little too affected by chance to be consistently fun.

Warfare/Holy Land (Fragasnap)
Event, $3, take Holy Land, trash Victory card with lowest cost in $ from the Supply.
Artifact, when you gain a Victory each other player may trash a card costing at least $3 from their hand, if they do they draw a card, if they don't they gain Curse.

Pay $3 to have a means of attacking that bypasses Moat variants. It's a pure 'attack' like Sea Hag where the self advantage seems to be about 3-pile strategies, or a way to possibly get further ahead with your Provinces and Duchies with a spare $3 mid-late game. How often will the possibility of getting nothing out of the $3 investment deter someone from trying it? Unless they want to imply a forced $3 to someone else anyway.
Overall: the way this enhances rush strategies might be nice, though such games seem to be rare. And I guess this really adds player interactivity, but...it's hard for a softie like me to imagine enjoying this.

Liturgy/Confessional (NoMoreFun)
Event, $3 +2 Buys, take Confessional.
Artifact, when you gain a card you may trash a card from your hand.

One of two consecutive 'buy splitting' entries. This one is more expensive and looks to Monastery some cards away. Well, it would do if it could trash Coppers in play, and because it can't Confessional won't be immediately useful very often.
Overall: I would prefer to put Travelling Fair in the game than this, the $1 extra cost doesn't pay for anything much more than the top-decking effect. Put the Copper trashing on and it would make quite a lot more competitiveness.

Flattery/Signet Ring (naitchman)
Event, $2 +2 Buys, take Signet Ring.
Artifact, Forbidden cards are in the Supply your turns, setup add an extra kingdom pile costing $4 or more, this is the Forbidden pile and isn't in the Supply.

This buy splitter grants access to an extra pile if nobody else uses it before the buyer's next turn, or lets them securely buy from the pile straight away for $2 more cost. How impactful this is depends on what the extra pile is.
Overall: it's quite nice, but the Forbidden pile ideally needs to be selected manually rather than randomised to ensure it's meaningful. Only a minor setback, just if one of the players sets up the game they get a head start having to think of the game's interactions to choose a good pile.

Accolade/Sword (Commodore Chuckles)
Event, $0, if there's no debt on this take <6> and put it on this (it remains yours), and take Sword, gain a Ruins and 2 cards costing up to $4.
Artifact, at the start of your turn play an Action from your hand, trash it and gain one costing exactly $1 more.

After someone buys this nobody else can until the debt has all been paid. Whilst this ensures one use of the sword for the buyer, it also gives them a way to keep possession of it; this could make for a potentially strong building and piling strategy. Player 1 could open with this twice for 4 $4s, 2 Ruins and 5 debt, so also a fair amount of building to $5s or Ruins trashing his Sword could do, and nobody else could get a lookin. Hard to tell for sure if this would be a sure-win scenario, but it seems a bit strong in some cases.
Overall: Sword might be a nice Artifact (if players are OK with the interaction with Durations that Procession recently lost), but Accolade I'm convinced needs work.

Excavation/Holy Relic (ShadowHawk)
Event, $3, Trash 2 Treasures you have in play and a Victory costing $3 or more from your hand. If you did, take the Holy Relic.
Artifact, when you first play an Action on each of your turns, add 1 to each denominative bonus (+1 Card, +1 Action, etc) in its text.

Excavation needs a way to give proof of a Victory costing $3+ in hand, because it's not optional. You could add '(or reveal you can't)' to as it is, but do you want this to be able to work like Bonfire for Treasures, trashing them from play without having the Victory in hand? Or, do you reveal the Victory from hand first, then trash it and the 2 Treasures, then, 'if you trashed 3 cards, take the Holy Relic'? The latter feels more appropriate to me. I also take the Relic to add 1 to every bonus in the ability of the card above and below the line, and every scaling amount of '+1 per…' (Vault, Goons VP) to be doubled. There are some scary combos here (Groundskeeper, City Quarter, Goons), but this adds impetus to buy a Victory to get the Relic.
Overall: if I have the intent of the cards right, this is a good way to get a powerful Artifact, gaining a useless card to trash on a later turn (Artisan exempt) or forcing opponents to lose late greens if they are to have it. But I have to figuratively deduct points for the way Excavation currently is.

Decompose/Compost (hhelibebcnofnena)
Event, $2 +1 Buy, take Compost.
Artifact, at the end of your turn (after drawing) trash a card from your hand.

One use of Cathedral may not quite be worth $2, considering the one turn hold scenario, but you're also buying it off someone else so there's competitive value. If someone's left with the Compost, they probably have to have good things in hand to trash to it later, so there's always that risk for them to consider.
Overall: simple and effective, consistent yet balanced and interesting competitiveness in almost every game. It's a contender.

Unleash/Curio (Kudasai)
Event, $0, once per game: +1 Action +1 Buy, put deck and discard pile into hand, return to Action phase, take Curio.
Artifact, when you gain a card take your -$1 token.

You referenced my Exhibit and Emblem, that's nice! I guess that's where the idea for this contest came from, thinking of them. Still, there's a responsibility to get this judgment right…
Players look to unleash a mega turn when they've collected sufficient payload, mainly money and Buys. Or it could be used in an engine when the turn enablers (drawing, villages) fail to show up in the starting hand, so it has nice usability. The Curio, though, I feel would be better taking 1 debt rather than the -$1 token, as buying several cards has no setback as is (you don't produce any $ after you play all your Treasures). It would make timing this more significant, and might better keep a rather boring pure money and Buys strategy in check.
Overall: it's nearly something great, just that a big buildup strategy to a grand final turn or close to final turn will mean Curio doesn't hurt much.

Land Surveying/Map (DEGwer)
Event, $4, if you don't have the Map take it, if you have the Map gain a Victory.
Artifact, at the start of Clean-up put your -1 Card token on your deck.

Firstly, welcome to the forum and the contest. You definitely want to swap the 'if you have the Map' and 'if you don't' bits around, otherwise Provinces and Colonies cost $4. As majiponi explained, you'll always have the Map when you get to that instruction. Put the other way round, Provinces still cost $8 but with 2 Buys, but so will Colonies, so it's not good in them being there when buys are available; this will always be the mandatory strategy, and that will take much of the interest of that game away. If you added 'once per turn' usage that would take a lot of the craziness away, but might still be too intense an effect to not contest, even on a late Duchy turn.
Overall: reducing the cost of Victory cards is a very volatile effect, so doing it by a whole $4 or $7 without the effort of 4 or 7 Bridges in play is imbalanced without question. Hope this isn't too hard hitting for your first time, but here's a design principle to remember in future.

Infusion/Cauldron (scolapasta)
Event, P +1 Buy, trash a card you have in play for + $1 per $2 it costs, if it costs $4 or more take Cauldron, then play any number of Treasures from your hand.
Artifact, Potions have "Choose one: +P; or + $3".

The Potion cost of the Event is a great idea in this contest, you play the Potion repeatedly to compete for the Artifact. But how many Potions does one get so that they should turn into Gold for deck payload? And seeing that this won't be a permanent feature, why not just get Golds? The half-Salvager bit would work for removing the Potion you used to pay for this, if the Cauldron didn't imply you should try to keep it; otherwise it has a few niche uses.
Overall: I feel Cauldron should do something else, but Infusion is good.

Fishing/Fishing Rod (Gazbag)
Event, $3, If you have Fishing Rod gain a card costing up to $4, otherwise +1 Buy and take Fishing Rod.
Artifact, at the end of your Buy phase put a card from your discard pile onto your deck.

This squeaked into judging by about 2 minutes! I'll be brief so this contest closes nearer to on time. For top-decking things for next turn I prefer Five Year Plan/Communism as it's more definite in its impact, you'd need $3 + a bought card to guarantee a good card in the discard pile.
Overall: not bad, but lacks a little excitement.

Shortlist: Surveil, Revolution, Five Year Plan, Flattery, Decompose, Unleash.

This is really close between 3 to me, so I've put 2 runners-up.

Winner: Decompose/Compost by hhelibebcnofnena.
Runners-up: Revolution/Guillotine by grep, Five Year Plan/Communism by majiponi.

Whilst Decompose might look rather un-innovative next to Cathedral, it's doing everything I perceive an Artifact should do in making interaction and strategic decisions based on what opponents are doing. Choosing not to buy it off someone to potentially harm them gave it the edge over Five Year Plan, whilst Revolution has great strategic depth but could pressure pile emptying if Guillotine is heavily contested.
Congrats, and nice to see people who haven't hosted before up there.

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Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 14, 2019, 09:10:53 am »
Nothing unusual about my schedule as far as I know, so: 24 hours remain until judgment.

317
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: October 08, 2019, 08:01:04 am »
Oh nice, thanks NoMoreFun! I found this quite a tricky challenge, the design space looked quite small, so nice choice.

Contest #47: an Event that uses an Artifact.

This feels like a wide space of opportunity to me. You have lots of ways to go, so find something that really shines. If you want to use one of the official Artifacts...I will judge it based on games with the official card it's attached to also included, which I can't say will go too well as the functionality of that original card is interfered with. Basically, go for something new.

Expected closing time: October 15th 9am forum time. I'll try to get judging up by then.

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Edit: cost reduced to $4. Feels like a better price, at the risk of making it more relevant early so deviating a little from the endgame brief.

319
Variants and Fan Cards / Re: Dominion: Frontiers
« on: September 26, 2019, 04:38:57 am »
(Written as you put up your last post)
Welcome to the forum. Naitchman has said a lot of good things, so I'll add my extras:

The Diamond mechanic - one of the design traits of the cards that need Potions is that it's good to buy lots of them. This is so the Potion(s) you bought have a more continuous use throughout the game. Not many of your cards follow this. The other is Possession's reason, to be really expensive without costing $8 or more, and again I don't see much of this in your set. So at present all it seems to accomplish is make the set less playable with the other expansions.
So, I would either try removing the diamonds altogether and see if things play nicer, or follow the Potion principles a bit closer.

Riches - agree with seeing little point in having both it and Diamonds. An alternative if you want to keep the Diamonds coming in pairs is add +1 Buy to them, so they can buy 2 diamond cards at once. Making +buys accessible in every Frontiers game might be a welcome touch in itself.

Voodoo Doll - a very swingy Attack, some players will trash a Province whilst others get something much less severe. Like with Hostile Natives, Attacks trashing Provinces should be avoided.

Sea Monster - terminal +1 Card is a bad effect wisely avoided on the official cards. If that 1 card is an Action, it's awful. So if you go with 2+ cards you're at least achieving increased handsize.

Recover - looks rather weak for a big expensive trash-for-benefit card.

Explore - the Reaction can be repeatedly used after one Attack play. So you can keep on and on sorting through the top 3 cards until they're just right, which will take ages. There are various ways to make it work once per Attack, like removing Explore from hand somehow.

Quests/Objectives
Voyage - you will very often score this on turn 2, because the opening is crucial to playing well, so there's not much strategy to it.

Peace Treaty - similarly this will nearly always be scored turn 1 for better odds of $5, $6 or even to play your turn 1 buy. Also, not every game has an Attack in it.

Wealth - this is true for several of these quests, but seems apparent here: would you put the cube on the quest the turn after you get $9, or would it be easier to do so when you get $9? It can be hard to remember doing it on a following turn with thinking about game plan as well. And, if you have $9 now, why not get the buy now?

Subdivision - so this will always score for a Province, but what about Victory cards that scale like Gardens or Silk Road? They might be worth 4VP when you buy them, but it won't be good to have to prove it to the other players. See my overall view of the quests too.

Recruitment can sometimes do nothing even with an Attack in the game.

Quests overall - lots of these don't really add much to the game. Try to think of objectives that are harder to accomplish so they can make players adapt the way they play in order to score them. That would be more interesting. With objectives that aren't always achievable in every game (like recruitment needing an Attack to work), think of a way to make them work.
I've been working on an identical idea to this myself, and my thoughts here were to make a pile of the quests together at the start to shuffle, and have instructions on the back of each one that indicate when to include them in.

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Set aside your hand for next turn and stick a $5 into it that might make it play better, meanwhile get $3 to help this turn. Lots of payload but at the cost of Clean-up draw.
A niche card with a few strategies that really stand out, maybe too niche overall. Or complicated.

321
Weekly Design Contest / Re: Weekly Design Contest Thread #44: extra turn
« on: September 11, 2019, 03:37:53 pm »


...

So just to be clear, by default, you don't get actions on your bonus turn? Or it takes some ridiculousness with Villa or Villagers to get to have actions on your bonus turn?

Maybe I'm missing something obvious here, but why not just have Night Shift say:

Quote
Once per game: Take another turn after this one in which you start with 0 Actions.
Heh, in my expansion there are other cards using Exhausted, as a way to achieve using 2 Actions on one card, so if you take it with them you can't use this. But of course, outside the set this suggestion (thanks for the others) is the cleanest. For this contest I'll change it to this.
Villagers, Villa, start of turn Action plays, they're all intended ways around it. Or just a big Buy phase.

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Weekly Design Contest / Re: Weekly Design Contest Thread #44: extra turn
« on: September 11, 2019, 03:32:29 am »


Edit: didn't like the look of plain once per game bonus turn at $5. The strategy with it seemed a mundane 'whenever you could get a Duchy now but better next turn, do it'.
Now this bonus turn comes without the starting Action and at $2 cost; so using it becomes more accessible early, and there's a bit more of a decision when to use it. Early building/speed boost is an option, if you know you won't need the Action, or a later big turn if you can prepare right.
This is in one of my fan expansions; it started as a portrait card that could grant multiple extra turns with no Actions, but Villagers make the setback too easy to get around, being more reliable and consistent than Guide or Cursed Village with Outpost.

Edit 2: removed use of a State (see further down this page) for this contest.

323
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 04, 2019, 11:55:46 am »


I've gone simple. You generally lose the best card in your hand so that $4 isn't as big as it looks, so build the deck to support it well. It can be interesting for you to use and sometimes for them to choose the guilty party carefully, but...it may lose out on innovation.
I think that this is far too weak. At best you only play other virtual money, one Culprit and no Treasures. If you even have one Copper in hand, this is weaker than Sacred Groove (which is arguably just a more expensive Bridge).

In Kingdoms without easily available virtual money besides Culprit, I don't see how it is even better than Woodcutter or Herbalist.
Thanks, you've woken me up. I narrowed my vision to just the times when this was interesting without seeing how infrequent they were.

Complete new entry:

Kind of a Feast or Changeling that's rather challenging to use well. Know their decks and know their minds... The opportunity cost is kept minimal so it's worth a shot more often. If you pick an opponent with a bad hand, you get a Coffers as a consolation.

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Weekly Design Contest / Re: Weekly Design Contest Thread #43: reveal a hand
« on: September 03, 2019, 05:23:08 pm »

Kind of a Feast or Changeling that's rather challenging to use well. Know their decks and know their minds... The opportunity cost is kept minimal so it's worth a shot more often. If you pick an opponent with a bad hand, you get a Coffers as a consolation.

Edit: completely new entry. The former entry, Culprit, is commented on further down this page.

325
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 30, 2019, 03:38:51 am »
...

You could consider the following buff to Volume:

Quote
Volume (Action, $4)
+2 Actions
You may return this and a Volume to the supply. If you did, gain an Encyclopedia from its pile to your hand.

Encyclopedia needs non-drawing villages to be worthwile, so why not let Volume be a helping hand?
Great idea, and I've changed Volume to this. I first worried this would be too close to a one-pile strategy, but it would be a lot of work to pull off so should be safe. And Necropolis for $4 isn't the greatest thing to keep so getting them and ignoring Encyclopedia shouldn't be optimal play very often.
Thanks again!

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