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Messages - Something_Smart

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26
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 30, 2020, 10:04:45 pm »
Also, for official things that qualify, Nomad Camp counts, yeah?
Yep. I'm sure there are other examples as well, just wanted to give a few in case people couldn't think of anything.

27
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 30, 2020, 07:48:54 pm »
All right, sorry for the delay. I've had quite a busy weekend.

This seems like a pretty simple theme, but as far as I can recall it's never been used before, so here goes.

Contest #86: Not just 4/3 or 5/2

Design a card or card-shaped object that can in some way affect opening splits. This could be a card with an on-gain effect that can draw or sift cards (Cavalry, Night Watchman, Den of Sin, Doctor), or one that affects setup in some way (Baker, Pooka), or anything else, as long as it allows you to get an opening split other than 4/3 or 5/2.

28
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 29, 2020, 07:59:57 pm »
Thank you!

I'm going to be out of town during Labor Day weekend, so if I judged the next contest, I'd have to push back the judging until at least Monday, and probably Tuesday. Would that be a problem?

29
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 24, 2020, 04:25:10 pm »
That updated version of Canary doesn't seem to fix the infinite loop. The Treasurer gets set aside and then returned to play when you play it again.

30
Variants and Fan Cards / Perks - random fancard idea I had
« on: August 23, 2020, 10:47:21 pm »
I just had this random idea for a mechanic and then I brainstormed a bit and came up with a bunch of stuff. Feedback is welcome but I'm mostly just dumping this here because lol why not.

The idea is called the Perk deck. Cards that use the Perk deck have the Favor type.

Perks are pretty much a cross between Boons and Artifacts. Like Artifacts, there is one copy of each, and once taken by a player they are held by that player and provide a permanent effect until another player takes them away. When a player is instructed to take a Perk, they may choose to either draw a random one from the deck, or steal one from any other player.

This is a pretty rough idea and I haven't playtested it at all. My main fear (in 2p) is that it will be obviously better to take your opponent's Perk than it will be to draw a random one, even if your opponent's is bad. I tried to make up for this by having Favor cards that cycle out the Perks or are easy to play en masse, but I'm still afraid that a lot of times it will devolve to stealing the best few back and forth.

Anyway, without further ado, here are the Perks I've come up with so far:






And the Favor cards:


31
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 20, 2020, 03:27:09 pm »
I just decided to roll a random card and see what kind of Heirloom I could come up with.

I'll probably do this multiple times to try to find the best one, but I came up with this one almost instantly, so I'll at least see if anyone has any feedback about it:


32
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 20, 2020, 03:11:41 pm »
Paperwork still does some weird things if you draw it turn 2. 5/2 with turn 2 Paperwork is amazing, but 2/5 with turn 2 Paperwork is terrible.

33
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 14, 2020, 09:58:44 pm »


This looks very similar to Artificer, but I would expect it to play out a lot differently, because its gain is mandatory rather than optional. Generally you'll want to be discarding 1 card to avoid having to gain something; use with Poor House at your own risk.

34
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 11, 2020, 12:02:38 am »
Oh oops, it seems I did. That's not small at all, sorry majiponi!

Tenshukaku by majiponi
This feels like a less swingy King's Court, since it is slower to get started but still pretty crazy once you get enough of them. But it's probably pretty hard to justify getting these unless you already have a pretty big engine. It feels like it snowballs harder once you actually get going, so it's maybe not less swingy at all, it just takes longer for the swing to come out. Strategically I feel like you'd usually only get this when you would get a $5 Throne Room. It doesn't seem obviously unbalanced, but it also doesn't seem really all that fun to play with either-- kinda like Mastermind, if there are good targets for it then you can't really skip it, but it's pretty easy for it to be underwhelming when you're still building.

I do like this card but I wouldn't have put it in the top 2, so it doesn't affect the judging results at all. Once again, my apologies.

35
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 10, 2020, 07:22:50 pm »
Oh yes, that was bad wording on my part; I did understand the card correctly. I should have written "another time," because the opportunity cost is one extra play for you and one extra Wish for them.

36
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 10, 2020, 03:38:48 pm »
Okay, time to get to this. I was able to playtest some of the cards last week, but unfortunately I was busy over the weekend and today so I was not able to playtest the later entries. I'll try to keep things fair despite this.

Inquisition by pubby
This feels surprisingly balanced for how potentially nutty it looks. Its closest relative is Camel Train, which is way easier to get ahold of, but more costly to use. The condition of having no cards in Exile makes it a bit of a gamble; you can spring for expensive cards but it's going to be a long time before you can use it again, or you can grab some cheaper cards and be able to get Inquisition again in a few turns. A comparison to Pilgrimage can also be drawn; Pilgrimage is essentially $8 and 2 buys for whatever 3 non-Victory cards you want, whereas this is $6 and 1 buy for the same with the added requirement that you have to gain a copy of each before you get it from this. I like it.

Colorburst by NoMoreFun
So this is nuts. I sure did bring it on myself with this prompt, but oh boy does this make potions into a powerful payload. It certainly biases towards engines, which is interesting, but it also just makes building big really really easy, like if you have a good enough engine you can just add potions until you can buy out everything. It's fun to play with, but it might be frustrating if your opponent collides potions while building and you don't. There's skill to colliding them of course, like Treasure Map, but unlike Treasure Map it does something you actually want in the early and midgame.

Stronghold by silverspawn
In playtesting I never bought this, but admittedly I was playtesting against a not-particularly-strong bot and usually Provinces were enough to win with. Stronghold is, well, it's a victory card. It's almost always another Province pile, and usually better. In fact it pretty much seems like another Colony pile to me. Assuming the decks get big enough, winning the Stronghold split should decide the game. Given that the price tag is so high, it seems pretty unlikely that you would play this that differently than you would play Colonies, except for obviously not getting it if you don't expect your deck to reach at least 30 cards-- like I wouldn't skip trashing probably. I might load up on cheap cantrips I suppose. But a lot of the time I feel like this has a similar flaw to Fairgrounds where specifically building to maximize the score from it is not worth it so you just pick it up when you want some VP and whatever it's worth it's worth.

Sorceror by spineflu
This is brokenly powerful. The price of $4P makes it worse because it's easy to build to hit $4P on your third shuffle and then still miss it, and if your opponent hit it then you just lose. Being able to gain four good cards (Gold is a good card if you're not buying it) while thinning an Estate is absolutely centralizing, it's like Populate but you don't have to build to it. And god help you if there's a $7 in the kingdom... sure I'll take a King's Court and a Province on top of all the other goodies I'm getting.

Uprising by JimJammer
While I was playtesting this I forgot about having 20 in a pile and I only remembered it after I no longer had the time, but it doesn't seem to make a huge difference. This just does nothing unless it does everything, and I think the type of deck where you actually have use for it is like no thinning, no draw, no fast money strategy, good villages, and a particular reason to want your whole deck in your hand. And even then you need to waste enough turns getting Uprisings so that you can actually have one at the bottom of your shuffle. Like... maybe I can use this for a Bridge or Horn of Plenty megaturn? But that's still quite slow, and outside of the specific situation mentioned it seems pretty useless.

Bequest by mandioca15
Pretty interesting given the question of whether to use it in the opening or not. It has a similar vibe to Seize the Day where you use it to pounce on something important, but less impactful. (Unless there's no +Buy in which case Seize is just sad.) I don't have a ton to say about this; it's nice, but a little dull, and it does feel kinda bad to use this for just +$1 to open with a $5, though there are surely situations where that's right. I do like stuff that gives more opening options though.

Warband by Xen3k
Top part is pretty cool, though it could probably benefit from the Sea Hag restriction to keep Ruins from stacking up in multiplayer. I don't really get why the bottom half can give you free Provinces, though. Like doesn't that seem a little unbalanced to you? Gaining free Provinces is pretty good.

Bank Teller by Marpharos
This might be me being dumb, but I really don't see the appeal of this card. I'm paying $5 for a terminal stop card that lets me save a little bit of my money for later in return for... taking on a bunch of debt? It lets you go crazy with coffers but the cost of doing so is so high, I really struggle to see when this would be helpful. It's obviously better when playing bigger treasures, but the more you're able to collide it with big treasures, the more deck control you have and the less useful the coffers are anyway. I bought this a few times for playtesting purposes, but I felt like I was hurting myself each time I played it, rather than helping.

Committee by scott_pilgrim
This is too crazy/situational. I like the idea, but this just becomes bad as soon as there's one bad card on the board. Non-stacking actions like Counting House and Watchtower, forced trashers like Trader and Remake, drivel like Beggar, not to mention that if you play this as the payload for an engine your opponent can just name a draw card which doesn't help you much. I get that some cards are bad on certain boards. But this is bad if any other action in the kingdom is bad, which is just too common.

The Round Table by gambit05
Flexibility is nice. Balance seems pretty off. Wishes are, like, insanely good. There are very few actions that it would be worth giving the opponent a Wish to play a second time, unless I'm trying to end the game (like sure, The Round Table/Bridge can megaturn just like KC/Bridge can, but only a few cards are like that).

Pumpkin King by segura
I would like this more if it could find some way to be useful on money boards. As it is, it pretty much exclusively exists as an engine payload, and a pretty strong one at that although you need to basically already have the engine so it will be frustrating to build with. It seems pretty narrow in its use cases; you need to have at least two cards played before it for it to really be useful at all, and really at least three for it to be good, so you need to reliably be able to play that many actions. And, like, it's fine when you are? I wouldn't go out of my way to add more uniques like I would for Horn of Plenty or maybe Menagerie. And it's terrible when you aren't.

Investor by faust
This is quite a cool card. It reminds me of stuff like Rats in how it can wreck your deck if you're not really careful, but it can be pretty strong when played right. I tried playing an engine with Investor payload, and it was not overpowered or anything, but it was pretty inconsistent, and you really have to take care to add the Investor(s) late enough that you can just stop building (unless you have gainers). Quite an interesting card, and close enough in the realm of balanced to make me not hate it.

Fountain of Tears by grep
You know what the problem with Beggar is? That it doesn't give you enough Coppers. I'm sure if Beggar gave you even more Coppers then more people would buy it! :P Jokes aside, I don't really see the appeal of this outside of a few combos that people have mentioned (Gardens, Guildhall, arguably Triumph, arguably Monastery). Gaining Coppers is just... not something I'd like to be doing most of the time. I don't buy Beggar very much and when I do it's usually purely for the reaction.

Mountain by WillhemSchulz
My main complaint with this is similar to my one with Stronghold, only even worse because it costs the same as Province. When I have $8 and want to green, it's easy to determine whether Mountain or Province is going to be better for me. And, it's unlikely that I'll really build my deck around scoring with Mountain-- if I can use actions rather than treasures for my economy, I'd often want to be doing that anyway. There are times I can think of that I would build a deck with fewer treasures so I could score with Mountain, but I feel like that's obviously the right choice on a lot of boards where it's feasible. And then there's also the issue that someone pointed out of no Copper trashing making this garbage. I think Vineyard just does the concept of encouraging Actions better.

Refine/Graveyard Key by anordinaryman
At first glance, Refine looks terrible to me. It's like a bad Rebuild, or a bad Mine, or a bad Graverobber. Sure, you get all three modes for only $4, but it also loses pretty much all the attractive parts of all three (if they can even be said to be attractive in the first place). Graveyard Key, on the other hand, is quite cool at first glance and at least partially saves the weakness of Refine by giving you an incentive to trash good cards for benefit. But even then... you're usually going to be trashing weak actions into stronger actions, and maybe Silvers into Golds? So it's not like the payoff for Graveyard Key is that great, and if people have been thinning their Coppers, then woo, have a bunch of Coppers too. See Fountain of Tears for why that's a bad idea. So I really like Graveyard Key, both mechanically and thematically, and I think the idea has potential, but I don't think the potential is really realized here and both cards end up feeling too limited to me.

Depot by Jonatan Djurachkovitch
I tested the old version of this with +2 Coffers. It was insane. This new version is probably a bit less so, but now it doesn't even need a village to function which is pretty crazy as well. The sifting is gonna end up looking like +7 Cards, discard 6 cards when played from the starting hand, and if you have a couple more Depots in your deck, then now it's a nonterminal +7 Cards, discard 6 cards. Whoa, that's like Forum on steroids, on steroids again, and due to the reaction it self-synergizes even more when you get more of them. This is still very strong, too centralizing I would say, especially when there's any sort of disappearing payload.

Master Plan by X-tra
I tested the old version of this as well (the one that cost $8). It's... well it's like a Royal Carriage. It doesn't play out all that differently from it. To be precise, it's like two Royal Carriages. Horribly awkward as the only village, otherwise a nice thing to pick up one or two of for use when you need it. Since it doesn't self-chain, it isn't as crazy or centralizing as King's Court, but I feel like that means it can almost never be centralizing, unless it is the only village and you REALLY need a village in the kingdom.

Automaton by LordBaphomet
Tracking is gonna be a pain, especially with things like Thrones where you play one Automaton while another one is still resolving and then you have to put the cards back in the right order afterward. This is why Golem and the like discard first, then play. As for the card itself, wow that's strong, and wow that buy restriction is annoying. This is even more centralizing than Grand Market, but it actually makes it harder to buy copies of itself rather than easier, so it's gonna end up being annoying and luck-based a decent portion of the time, while also forcing you to try to hit $6 sans Coppers as much as possible which is already irritating with Grand Market.

Migrate by Aquila
This is a cool take on Seize the Day. Timing of it is interesting, though you probably want to try to save it for a dud if you can. You can also do tricks similar to the ones you can do with Villa/Cavalry, but you have to time it since you can only do them once. In big engine games this is less than impressive, but it still is neat to use it early on to get a boost while building.

Way of the Chupacabra by spheremonk
I gotta hand it to you, this is pretty big. In multiplayer games, it's probably pretty political, especially if you're playing with someone you don't like. First-player advantage in Shelters games is significant, and it also seems like it would be tricky to implement online.

Fortification by D782802859
Holy cow this is good, especially on a 5/2. I'm also with LordBaphomet that this will be really annoying in face-to-face games; City Gate is already bad enough. The $5 price tag gives it a decently steep opportunity cost, but I suspect that it will almost always be worth getting on your second $5, if not your first, barring extremely strong trashing-- you'll immediately start seeing your good cards way more often, and the handsize reduction probably won't matter much given you can dig for your draw cards anyway. (And if there are no draw cards, then the sifting is even more valuable.)

Arboretum by alion8me
We talked about this one in the Discord. Really sad I didn't get a chance to test this one to see how it played out, but my impression was that you buy it turn 2 in a lot of games. Gain to hand is just an enormous flexibility and even if you don't manage to do much with your deck before it kicks in you will just start having good turns super reliably once it does.

Scribe by Rhodos
This technically needs a "you may" for accountability, but that's very minor. As for the effect itself, it's not at all minor, and while it's probably too slow in a money game (by the time you collide it with Gold, you want to be buying Provinces, which this probably hinders), it seems quite strong in an engine game, especially with nonterminal draw like Hunting Party or Laboratory. I think like many of the cards submitted this week this one is niche but very strong when it is viable. That's not bad-- look at Counting House or Scepter for niche-- but it's pretty disappointing when the board isn't high-powered enough to reliably collide your Scribe with your other $5 actions. And in the midgame it's probably pretty RNG dependent as to whether you do get this along with good actions to copy.

--

Don't feel bad if you felt my criticism was harsh-- if I criticized something minor, it was because there were no major flaws for me to talk about. Overall I'm quite happy with how the contest turned out, there were a lot of concepts that were explored in some very cool ways, and I really liked a lot of the ideas even if I didn't end up liking the resulting cards.

Winner: Inquisition by pubby

Runner-up: Investor by faust

37
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 09, 2020, 08:13:34 pm »
I will extend the deadline by an extra 12 hours to account for the fact that I was out of town over the weekend and haven't had much of a chance to look at the new entries. So this is an 18 hour warning.

38
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 04, 2020, 11:24:53 pm »
Would sinister plot count for this contest?
Hmm. It would count, but it doesn't feel very big, so it probably wouldn't do that well. But you can do something that uses a similar mechanic, yes.

39
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 03, 2020, 08:22:14 am »
couple questions: 1 - the printed number has to be big, not that a card has "explosive synergy potential" or whatever?
So like, this doesn't cut it?:


2- does Mountain Pass qualify as an official landscape w big number?
1 - As I said I'm not going to DQ anything, I see the contest criteria as less of a requirement and more of an inspiration. Your card doesn't literally have a high number printed on it, but in practice it seems to be pretty easy to use it to gain 4 or more cards at once which is certainly a lot, so I would say it fits well enough.

2 - Absolutely! I knew there were a few I was forgetting.

40
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 03, 2020, 02:00:23 am »
Thank you, X-tra! I know I was tossing around some earlier ideas using the same concept of returning a card to your discard pile after drawing a new hand, but I'm happier with this one where it's a curse rather than a blessing.

Anyway, on to Contest 83. I bet this name has already been taken, but I can't be arsed to check.

Contest 83: Bigger is Better: Design a card or landscape that has a big number in it.

Obviously, what qualifies as a "big number" is subjective and context-dependent. Drawing 3 cards isn't very big, but gaining 3 Golds definitely is. My advice would be to compare your card to other cards with similar effects and see where it stands; if it's on the higher end of the spectrum, it's likely going to be fine. I won't disqualify anyone if I don't think their card is big enough, but I would say that for vanilla bonuses other than +Buy a big amount would be 4 or more, and for most other things 3 or more would be enough.

You can have a card with a big cost, but it would be nice if the big cost were there because of some big effect the card has, rather than just being unrelated.

Some official cards and landscapes that would satisfy this criterion include: Council Room, Baron, Treasure Map, Tactician, Platinum, Trusty Steed, Embassy, Poor House, Beggar, Feodum, Death Cart, Hunting Grounds, Wine Merchant, Capital, Royal Blacksmith, Windfall, Dominate, Fool, Pooka, Acting Troupe, Scholar, Snowy Village, Animal Fair, Stampede, and Envoy.

41
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: August 02, 2020, 12:54:02 am »

42
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: June 27, 2020, 06:44:55 pm »
I have a concept that seems to be promising but I'm not really satisfied with either of the cards I've made using it yet. I will tentatively submit this:

Quote
Opera House - Action - $4
+1 Buy
+$4
--
While this is in play, when you buy a card, the player to your left may reveal a copy of it from their hand. If they do, take 2 Debt.

My other idea for the bottom half is "While this is in play, you can't buy cards that the player to your right played a copy of on their last turn." That solves the victory problem but it is a pain to track and also has nastier FPA. The first version has FPA but there's a lot more variance of whether they will have the card in hand or not, so it's probably less bad for the second player (but more prone to randomness).

Like I said I'm not satisfied with either version; I'll keep thinking about them. Any feedback is welcome.

43
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: June 23, 2020, 01:03:41 am »
I will make an image later I promise, I just don't want to forget this idea

Collector - Action - $4
+$2
Choose one: Reveal your deck, put the revealed Trinkets into your hand, and shuffle the rest back in; or gain a Trinket; or take the Collection.

Collection - Artifact
When you play a Trinket, +1 Buy.

44
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: June 14, 2020, 01:29:51 pm »

45
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: June 11, 2020, 12:16:59 pm »
Also, it instapiles golds and horses with Livery :X

46
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: June 07, 2020, 04:52:26 pm »


Legit designed this and then couldn't remember whether I intended it to cost $4 or $5. Thoughts on that would be appreciated.

47
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 30, 2020, 08:27:19 pm »
My entry of a split pile with horses and weird costs:


As written, you would buy Breeder, return the Mule to the Supply, and then be unable to gain the Breeder you bought as there would be no pile with Breeder as its top card. Maybe you could do an Encampment-style "set this aside and return it to the Supply at the start of Clean-up"?

(Also, Split isn't a type, and Mule should say "when you would gain a Horse".)

48
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 30, 2020, 06:33:34 pm »

49
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 28, 2020, 10:06:03 pm »
Nitpick mode engaged. Sorry in advance.
- A card that lets you play with other player deck (Possession)
Technically Possession only lets you control another player's decisions; it is unique in that regard, however.
Quote
- Cards that cares about different named cards you have in play, hand or deck
Magic Lamp for in play and Museum for in deck, I'll give you in hand though.
Quote
- An action card with more copies in supply (Rats)
There's also Port.
Quote
- A treasure which returns to pile when played (Spoils)
This doesn't really seem different from an action that does this (Experiment); they don't seem fundamentally different to me.

50
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: May 25, 2020, 02:32:23 am »
Shaman has 10 of course because it's a Supply pile. Mystic Stone having 10 is also fine because like you said it's hard enough to get them.

I don't think it's too hard, though. Like you might have to forgo playing one or two coppers, but I think Mystic Stone is strong enough to justify that. I originally had it as 1 VP per unique on the mat but I compared that to Fairgrounds and it was nuts; as it is, you can still do some serious damage with it, and given that it thins and can also pseudo-Exile provinces, there's a decent amount of boards where you want one no matter the cost. And hey, you have to pass an entire turn to get a Madman, and it still is often worth it.

I'm open to suggestions though, if you have an idea for modifying the way that you gain it.

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