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Messages - The Alchemist

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26
Weekly Design Contest / Re: Weekly Design Contest #130: Sidekicks
« on: October 07, 2021, 12:53:57 pm »


Farmer: Forms a split pile with Farmland. 5 Farmers then 5 Farmlands, independent of player number.

27
Variants and Fan Cards / Re: Fan Card Mechanics Week 21: Curse you!
« on: September 29, 2021, 08:14:20 pm »
If you've played the Scoundrels of Skullport expansion of Lords of Waterdeep, you'll be familiar with Corruption tokens.  Players gain Corruption tokens when they do certain actions that are more powerful than normal.  At the end of the game, each Corruption token is worth a certain amount of negative VP based on the number of Corruption tokens that all players have taken.

This is partly inspired by Corruption tokens, although the amount of negative VP doesn't scale based on the number of Curse tokens (well, other than the -1VP each Curse token gives you):



EDIT: Tweaked the card to make it more relevant in Kingdoms without +Buy or gainers.

Why is it "Once per turn: You may buy a card" instead of just "+1 Buy. At the end of your Buy phase... " or any other timing (start of clean-up, end of turn, etc.)? To me "You may buy a card" is for letting you buy cards outside the buy phase, but on an event that's not relevant since you're always by default in the buy phase. Otherwise, you have to be careful to buy the event just before your last buy every turn.

Also this doesn't need the "You may take". The choice is already implicit in buying the event or not, if you move the choice to within the event, then there's no reason why one wouldn't just buy the event every single turn, and then at that point it can just be a pure Landmark (which is also a valid direction to take, and maybe preferable to avoid the awkward double typed landscape). The only counterpoint is maybe you'd change your mind in the time between buying the event and just after buying the card (maybe some on-buy trigger changed things), but that's a very edge case.

28
Variants and Fan Cards / Re: Fan Card Mechanics Week 21: Curse you!
« on: September 29, 2021, 09:18:33 am »
Worth noting that most basic usages that come to mind aren't doing anything special vs just using the existing tokens and reversing who gets them. Want to make a weaker Witch that gives each opponent a curse token? You could just have it give you a token for the exact same result. Similarly, an effect that gives you a curse token can be done simply by giving each opponent a token.

The example cards in the post mostly avoid that issue. While Cursed Smithy does the same thing as giving each opponent a token, because it's an optional effect, the wording would be much more convoluted to make it work with tokens instead.

Yes exactly! I did in fact consider a curse token Witch and dropped it after that very same reasoning. I encourage people to think of creative uses for the token that wouldn't easily be accomplished with "Each other player gets +1 VP" or "Exile a Curse", as I have attempted to show with the examples.

29
Variants and Fan Cards / Fan Card Mechanics Week 21: Curse you!
« on: September 28, 2021, 09:49:17 pm »
VP tokens, we all know 'em, we all love 'em. But as of now, VP tokens are locked in and never decrease, so the only way to lose VP is either trashing a Victory card or getting cursed. But plenty of people have attempted to make fan cards that, for example, are attacks that decrease an opponent's VP in a way that isn't tied to the size of the curse pile, or not as swingy as trashing opponent's Victory cards. However, simply having -1 VP token has its own host of issues, not least of which is the clarification of what happens when you have 0 tokens. But alas! Something wicked this way comes! Curse tokens!

   

And of course, I'm sure you can think of interesting attacks that hand out a curse token! Each of these examples give you an idea of how versatile you can treat these tokens. The first is just a negative effect that stacks on play. The second is a resource you can stockpile for a bigger and bigger benefit, but the larger your stockpile the lower you're in the negative, and you have to be careful not to end with a "surplus" of tokens. The third is a kind of debt, except for points instead of for coin; you get the benefit upfront for a big hit in points, which you can slowly payback, effectively making each play +1 VP (and more importantly, a version of +VP that isn't broken on a cantrip/stalematey).

Obviously care should be taken in to how you intend to use these tokens for not just your submission but your cards in general (if you were to hypothetically make more). Since the second and third type of usage are naturally mutually exclusive (a stockpile and a debt cancel each other out), a potential fan expansion could not have those two cards in the same set. Alternating Incantations and Conjurations summons free Provinces out of thin air! Both are presented just as examples, feel free to choose your own method. A portion of judging will include how you choose to implement the token, and how it would synergize with other cards.

Here is the raven icon I used for the symbol: https://cdn-icons-png.flaticon.com/512/92/92034.png

I can post a version that works well in the card generator later, but if you use photoshop (or similar) like me, its just a matter of resizing.


Deadline will be Tuesday, October 5th. Cards will be judged by 3 criteria of equal importance: Implementation and balance of the token itself, simplicity and clarity of wording, and most importantly theme! Halloween is just around the corner so I want your spookiest and scariest card names and art! For this contest, I will be requiring an image that fits your card name with your submission, and ideally with both fitting the effect of the card. It doesn't need to fit a curse or scary theme, it just needs to fit a theme. This is since -1 VP is such a novel concept, I don't expect the epitome of balanced cards here, and I will be taking things like costs and card strengths pretty lightly, just don't make your attacks too brutal. Have fun with this!

https://www.youtube.com/watch?v=7bUdtb7O7Wo

30
Thanks for the win, emtzalex!

I will be going out of town so won't be able to judge the next one.  I'd be grateful if one of the runners-up could take my place.

I can come up with something for the next challenge, unless The Alchemist already has an idea ready. If I don't see anything from The Alchemist, I will try and have something up later tonight.

I have an idea ready I've been preparing for a while, I will post it up!

31
Weekly Design Contest / Re: Weekly Design Contest #129: In Play
« on: September 28, 2021, 08:05:52 pm »
So I know submissions are closed, but if you haven't yet judged (and are willing to make an exception) I would like to update my submission of Workroom to a different card. If not, that is totally fine!




32
Just a quick update, stuff has gotten pretty busy at work, so I probably will not be able to finish the judging until sometime mid-week. Will get to it as soon as I am able. Sorry for the delay.

Any update on the judging?

33
Weekly Design Contest / Re: Weekly Design Contest #129: In Play
« on: September 26, 2021, 02:36:04 am »


A combination Workshop/Lab, this card alternates between gaining a card and drawing a card. Channel your inner inventor creating a new contraption in your workshop, and then test your prototype is the very same room doubling as a laboratory. DaVinci would be proud!

This card came about as I was trying to make two separate cards work, a cantrip workshop, which needs a severe limitation to not just delete piles, and an alternating lab ala ranger, which is hard to price at $3 or $4. The solution was simple, combine the two!

34
Weekly Design Contest / Re: Weekly Design Contest #129: In Play
« on: September 23, 2021, 07:07:51 pm »


Four Leaf Clover
Action ($5)
+1 Card
+1 Action
+$1

If the cost in $ of all your cards in play is exactly $21, gain a Treasure.

A spin on Leprechaun, Four Leaf Clover is a Peddler variant with the possibility of an extra bonus if you time it just right. Like Leprechaun it synergizes with Throne variants, and it can also be popped more than once a turn with cost reduction. I wasn't 100% sure if I should limit it to gaining Golds, I decided to pick "Treasure" for now because there aren't a ton of official cards that can gain non-standard Treasures and I think the condition is difficult enough to warrant it.

This is admittedly one of my sillier ideas, but hopefully it can be silly in a fun way! :)

If we assume only card costs of $3, $4, and $5, the only ways of activating Clover are:

$5, $5, $5, $3, $3
$5, $5, $4, $4, $3
$5, $4, $4, $4, $4
$5, $4, $3, $3, $3, $3

35


Crowded Village and Relocate:

Settlements in your kingdom suffering from overcrowding? Unemployment rates are through the roof in the biggest and bustlingest villages, leading to abundance of idle hands, and not even the devil's workshop is hiring! Sometimes the only solution is to pack up your things and hope for a better life in the next town over...

I am going with this implementation of Idle hands, with a non-supply pile of 30 cards to match that of horses:

As well as a version of the rules for Acts that limits them to once per turn, but its possible with playtesting an unlimited version may turn out acceptable. As for crowded village, I considered a version that was up to 3 Idle hands, but +5 actions seemed a bit much, and a version that was simply "You may gain an Idle hand for +1 Action" was a bit too weak, especially compared with port or bustling village. And so up to 2 was the compromise.

36
Weekly Design Contest / Re: Weekly Design Contest #128: Look at the trash!
« on: September 15, 2021, 06:35:50 pm »


Chain Reaction:
Sometimes when things seem mostly under control, it just takes one trigger to start a chain reaction that can lead to catastrophe! Chain a bunch of these Reactions together and see how far you can go. The first play is pretty weak as far as trashers go, but if you can trigger it off another trash, it virtually becomes +3 cards discard a card, but with the option to replace the discarded card with one already in the trash, i.e. a lab with "trash sifting". Obviously combos incredibly well with trash-for-benefit. Costs $2 to be available in the open with any of the plethora of $5 trashers and so it can be remodeled from copper. The primary use of this card is as terminal draw (that needs collision), but with the added benefit of slowly thinning your deck (it net thins only once per first terminal play) and of course the interplay with the trash.

37
Well since just about every synonym for Castle has been taken either by the default game or with the submissions here, I guess I'll go with:


38
Variants and Fan Cards / Re: Fan Mechanics Week 19: Join the Queue
« on: September 03, 2021, 07:29:05 pm »


Basically a Save/Scheme variant, though even in the absence of strong Scheme strategies, you can always default to Strategizing itself to basically function as a hireling that can't stack, with every Strategist played per turn on top of that acting as a buyless Sanctuary.

39
Weekly Design Contest / Re: Weekly Design Contest #126: Seeking an Heir
« on: August 28, 2021, 12:43:17 pm »
   

Inspired by Inventor & Lab, I bring you Prototype & Testing Room!

40
Variants and Fan Cards / Re: Fan Mechanics Week 18: From A to B
« on: August 26, 2021, 08:42:22 am »


Roadsmen: Workshop/Banquet variant where you can use the routes to either get rid of the unwanted coppers this hands out, or to get the gained card to hand, or both!
Options boil down to basically gain a 6 and a copper, or gain a 5, or gain a 4 to your hand, or gain a <=3 to your hand and save a route for later.

Considerations: thinking of maybe upping the restriction to "per 1 more than 2 it costs" and decreasing the cost of the card to $4, since $5 gainer for 5 on its own is pretty good, and this is optional sculptor without the villager on top of that.

41
Variants and Fan Cards / Re: Fan Mechanics Week 18: From A to B
« on: August 24, 2021, 02:46:08 pm »

It could also say "or to trash it" for the last option.


Ah, actually as it is now "to put it into your hand, put it onto your deck, or to trash it" is still incorrect, now that "to" before trash shouldn't be there. You have to break up the series into separate clauses and see if each one individually makes sense.

It needs to be either:
to... put into your hand
       put onto your deck
       trash it

or
to put into your hand
to put onto your deck
to trash it

So right now just the last "to" needs to be removed (or add one in the middle). Sorry for the grammar nazi-ing.

42
Variants and Fan Cards / Re: Fan Mechanics Week 18: From A to B
« on: August 24, 2021, 09:08:43 am »
Quick grammar nitpick for the wording on the mat: the sentence is missing parallel structure.

It should either be:

Quote
... to put it into your hand, put it onto your deck, or trash it.

or

Quote
... to either put it into your hand or onto your deck, or trash it.

As it it is now it reads "to put it into your hand, [put it] onto your deck, or [put it] trash it", but the phrase "to put it trash it" doesn't make sense. An alternative reading is "to put it into your hand, [to] onto your deck, or [to] trash it." and likewise "to onto your deck" doesn't make sense. Since both readings are incorrect, it needs to be changed.

43
Weekly Design Contest / Re: Weekly Design Contest #125: What's the Draw?
« on: August 17, 2021, 11:32:15 am »


Does a card like this qualify? The amount drawn is dependent on the handsize of an opponent, but it is technically sifting not drawing.

(A version under consideration has +2 Actions instead of just one, making it also a village)

Yes, this qualifies.  Just to confirm: if you play Serf and another player draws a card but their handsize is smaller than yours, you wouldn’t need to discard cards, right?  It would just mean you wouldn’t draw a card?


Yes, that is correct. It says "Draw until", same wording as DtX. When you play DtX when you have more than X cards in your hand, you just do nothing. Likewise, if the opponent's hand size is smaller, you just don't draw, and you don't need to discard (just like library doesn't make you discard down to 7).

44
Variants and Fan Cards / Re: Fan Mechanics Week 17: Idle Hands
« on: August 17, 2021, 11:16:49 am »
Resort
Action - $4
+3 Actions
You may gain an Idle Hands to your hand.



It's a slightly different Village that involves playing 2 cards to get the normal Village effect, but also has some flexibility.

While this is a neat little effect, I don't see how this card would be any different from one that read:

+2 Actions
Choose one: +1 Card, +1 Action

Since you'd never want to save an Idle Hands for later (barring trash for benefit shenagins), since drawing into it just replaces whatever card you'd get playing it, so even if you've drawn your entire deck you'd still want to play the Idle Hands to avoid an unfortunate collision later. So the card fits the WDC, but just would be a better off card using just normal Dominion mechanics (granted, a card I actually would really like, card/action versatility is great!).

45
Variants and Fan Cards / Re: Fan Mechanics Week 17: Idle Hands
« on: August 17, 2021, 11:03:37 am »


Respite: This is a moat variant that lets you store up spare +Actions for later in the form of villagers. The hard-working denizens of your kingdom get their well-earned rest every now and again!

Modification: for my implementation, the Idle Hands pile has 30 cards regardless of player count, to match Horses.

46
Weekly Design Contest / Re: Weekly Design Contest #125: What's the Draw?
« on: August 13, 2021, 10:33:15 pm »


Does a card like this qualify? The amount drawn is dependent on the handsize of an opponent, but it is technically sifting not drawing.

(A version under consideration has +2 Actions instead of just one, making it also a village)

47


Abductors: Torturer but between half militia and a -1 action token attack. They can take the -1 action token as much as they want, so taking it once is a defense to all future attacks by abductors. The fact that Abductors is a necro ensures that every kingdom with this attack has at least one village. 

Rules for -1 Action token: A player with this returns the token the next time they receive a +1 Action, and ignores that action. Because the Action given at the start of the turn is not a +Action, it is unaffected. At the end of a player's action phase, they may also spend an action to return the -1 Action token as well (so playing no actions on your turn returns the token).

Considerations: As now, one can choose to discard twice (down to 3) instead of taking the action token. An old version allowed discarding down to 2. I am unsure if this new version is therefor too generous, as the choice to discard instead may be too favorable over the token, but maybe that's okay.

48
Variants and Fan Cards / Re: Revised versions of published cards
« on: August 03, 2021, 01:24:33 pm »
Here's how I personally changed Transmute for my sets:



This version still preserves all the normal options, including Copper to Transmute and Estate into Gold, while at the same time letting you trash Transmute and other $4 actions into Provinces, like a good remodler should, instead of just Duchies which I think was one of the big problems of transmute. Before it gave you 3 things you actually didn't often want in your deck, but a more expensive Transmute is a more desirable one.

49

To clear up Chariot Race: each different card cost counts as a different currency, so they can't be compared. If there are two cards with the same card cost (e.g Campsite and a Smithy with '[ ]: discard two Victories...'), then they tie. I.e., pure card costs never win!


This isn't exactly true, since a pure potion cost will beat a card costing 0 when revealed with chariot race, because $0 P > $0. All cards implicitly have a 0 in any cost not listed.

50
Variants and Fan Cards / Re: Fan Card Mechanics Week 15: Level Up
« on: July 20, 2021, 02:46:03 am »
I know the contest is closed, so feel free to ignore this incredibly late submission if you've already started judgement. If so my apologies.



Since Fugitive is normally cited as needing to cost between $4 and $5, this card is a great way to make a card like that a Supply pile, on top of being able to make a card Stronger than Forum available without it needing to be prohibitively expensive. Takes 3 investments of $4 to make it a stronger-than-forum, but by then you might just want more Fugitives. Its an interesting tradeoff one will have to make between having more sifters or stronger sifters, so I can see it being a fun card to play with. Considering dropping the price to $3 though.

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