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76
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: February 04, 2019, 08:40:14 am »
Quote
Dynamite Cost: $3 - Type: Night
Trash a card from your hand. Gain a card costing up to $1 more than it.
Quote
Dwarf Cost: $4 - Type: Action
Reveal the top 3 cards of your deck, put all Night cards in your hand and discard the rest.
When you trash this, gain a Gold.
Edit: Removed the "This is gained to your hand" clause of Dynamite.

I feel like the loss of "gained to hand" made Dynamite much more balanced, but also completely lost the fun "chain reaction" theme. Is there some way that Dynamite could interact with each other other than the obvious Dynamite, Dynamites?
Dwarf is super weak, but considering it is built to combo with Dynamite and the fact that Dynamite will pretty much always be relevant since it can trash Estates for benefit, I wouldn't worry too much about it.

Yeah, those Dwarves are basically only there to get trashed  ;D

I am also kind of sad on the loss of the chain reaction theme. But as there are only 5 five cards, I think it is better as it is. Especially considering games with 3 players or more.
Maybe I'll do the original version of Dynamite again as a single kingdom pile - unfortunately that idea is not suitable for this contest challenge.

77
Variants and Fan Cards / Re: Day Labourer
« on: February 03, 2019, 12:34:35 pm »
I think Asper's wording is clearer/better.
Me too.

It's a neat card, though it could lead to some analysis paralysis. I'm not sure it's strong enough for . A common use case would be to treat it like +1 Card, +1 Action, +2 Coffers; except you don't get the Coffers until after this buy phase. If you could call it at the start of your buy phase, instead of at the end, then it would be stronger, but probably not too strong for .

But it does say at the start of your buy phase?

Depending on your current hand, it can also act as a village. But it might still be okay at .

78
Variants and Fan Cards / Re: Day Labourer
« on: February 03, 2019, 12:01:44 pm »
Day Labourer


Exchanging Villagers to Coffers is a cool idea, that I haven't seen before!

But wouldn't you always call this and exchange at least one villager to keep the card in your deck for the next shuffle?
I don't see the point of leaving it on your tavern mat.

79
Variants and Fan Cards / Re: Dominion Card Image Generator v1.5
« on: February 03, 2019, 10:26:37 am »
I fixed some of the issues, namely:

- the title conflict for treasures
- layout for sliders
- changing of secondary color for other split positions
- cut corners for zoomed picture

Still open issues are the number rendering and hiding the split position field, if it is not required. I'll do this, when I find some time for it.

80
Variants and Fan Cards / Re: Dominion Card Image Generator v1.5
« on: February 02, 2019, 08:58:30 pm »
Hey folks,

I started to adjust this great dominion card image generator with a few additional features. At first, only locally for personal use, but I don't want to keep this from the community, so here it is:

https://shardofhonor.github.io/dominion-card-generator/

Dumb example to showcase some of the new features

I am sure, Violet CLM's next version is even better, but it might be useful for you in the meantime.
I hope nobody takes offense, if I hijack this. But if this is the case, I can delete my version again very quickly!
Please note, that the main effort and code is not made by me and these are only small adjustments to the original, including:

- Better display of overpay and variable costs
- Two lines for more than 3 types
- Options to move and zoom card images
- Custom boldable keywords (the german keywords are already hardcoded into it)
- Custom expansion icons
- Option to create italic text, by adding the code "[­i]" to the specific line
- New right-justified line at the bottom to enter additional credit information
- More positions to split the background for two colored cards

(Tested on macOS with Chrome, Firefox and Safari)

81
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: February 01, 2019, 11:01:46 am »
Bear/Bull
This pile starts the game with 5 copies of Bear on top, then 5 copies of Bull. Only the top card of the pile can be gained or bought.

Bull
Type: Night
Cost: $3
+2 Actions
Return to your Action Phase.

Bear
Type: Action
Cost: $4
+1 Buy
Draw until you have 6 cards in hand.



So similar to the up and downs of the stock market, it's back and forth in your turn?
Nice thematic!

Minor thing: The names in your text and pictures do not match.

82
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 30, 2019, 09:48:57 am »
You all are right. Thanks for the feedback!

The chain reaction sounded fun at first glance, but is to strong and luck dependent (especially for only 5 cards in a split pile).

I'll keep it simple and remove the "gain to your hand" clause.

83
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 30, 2019, 08:28:54 am »
Dynamite is great for blowing up Estates, but not so useful for Coppers.
Dwarf is a sifter that likes digging for dark places and might get you a Gold and a nice in the end, if you manage to hit him with Dynamite.
I like that Dynamite can set off a chain reaction if you have multiple Estates in hand. But it seems strange thematically that you are rewarded for blowing up your Dwarves...
Thanks! Yeah, not the best choice. I thought of the card text first and then searched for names. Maybe these dwarves are just clumsy in mining or I find a better name until the end.

84
Variants and Fan Cards / Re: herw's cards
« on: January 30, 2019, 08:07:38 am »
BTW why aren't you active in German Dominion Forum (non native speaker?).
Decided one forum is enough for me to start and english is more universal. But sometimes, I'm also reading in the german forum.

Thanks for your tipps.
Glad I could help a little. But my remarks are just my personal opinion lacking real experience in designing cards.

85
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 30, 2019, 07:37:49 am »
Great challenge! I particularly like split piles  :)

Dynamite is great for blowing up Estates, but not so useful for Coppers.
Dwarf is a sifter that likes digging for dark places and might get you a Gold and a nice in the end, if you manage to hit him with Dynamite.

Quote
Dynamite Cost: $3 - Type: Night
Trash a card from your hand. Gain a card costing up to $1 more than it.
Quote
Dwarf Cost: $4 - Type: Action
Reveal the top 3 cards of your deck, put all Night cards in your hand and discard the rest.
When you trash this, gain a Gold.

Edit: Removed the "This is gained to your hand" clause of Dynamite.

86
Variants and Fan Cards / Re: herw's cards
« on: January 30, 2019, 07:18:06 am »
Antimony

I feel like there should be a limit to it's scaling.
Alchemy simply has too much Potion costing chainable cards. Imagine deck full of Apothecary, Scrying Pool, University, Alchemist and Familiar.

Maybe different named card in play with in its cost?

yes, but in case Antimony is the only card with potion in its cost? So then there has to be a little bonus f.i. +1 buy? Then it is a woodcutter as treasure played.

I like that version more  ;)
Not sure though in strength comparison with Philosopher's Stone, especially in Alchemy heavy games...


87
Variants and Fan Cards / Re: herw's cards
« on: January 30, 2019, 04:52:06 am »
Antimony

I feel like there should be a limit to it's scaling.
Alchemy simply has too much Potion costing chainable cards. Imagine deck full of Apothecary, Scrying Pool, University, Alchemist and Familiar.

Maybe different named card in play with in its cost?

88
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 23, 2019, 12:00:56 pm »
I hope the intent of these cards is clear: they are Curses that can trash themselves...but the only way you can trash them is the way they tell you to. Chapel won't help you against these Curses.
Just asking to clarify my understanding:
If failing to fulfil the trash condition while playing a Tarnished Card, I assume it stays in play normally?
Is it then intended to be possible to trash it via Improve?
If yes, interesting corner case synergy.
Anyway, I like the idea of having a different kind of curses.

89
Variants and Fan Cards / Re: Shard of Honor's cards
« on: January 15, 2019, 02:19:30 am »
Shard of Honor...
"Adonalsium. Have you heard the term?"
Always great to meet other Sanderson fans!   8)
I'm reading the stormlight archive right now in preparation for reading oathbringer.
In my humble opinion the best book of the series so far  ;D

By the way, added Vagabond from the Weekly Design Contest


90
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 14, 2019, 06:45:44 pm »


Kinda miffed that this one is so similar to mine and it already has more upvotes...

I liked it more because with yours, you can only trash stuff that you played. That means 1. there will be good stuff in the trash to gain or you just trash one copper and gain nothing and 2. if you are playing multiplayer, this will hit players 3 and 4 much more than player 2, who can just gain what you trashed.

I still thought it was creative though

Commodore Chuckles Pawnbroker says "a copy of a card in the trash".
I understood it such, that the card is gained from the supply, too.
So the only multiplayer implication is that the pile could be already empty.

I like both ideas, but the dark acolyte more because its beautiful simplicity as an attack version of the original remodel.

91
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 13, 2019, 04:12:23 am »


No idea, how well this is going to work. Just giving it a try.


It's a fun idea, but I don't think I'd ever buy it since people can discard estates for points. I feel like it should punish opponents for discarding victory cards

As written, don't the VP chips and coffers come to the active player?

Right, only the Silver goes to the attacked player.

The idea was to give the other player(s) a choice if they help you or not. Silver can be good for them but as engines are often built around virtual money sources, too much silver might be even functioning as junk there.

For other card types as Curses and Night cards, it's simply a discard attack.

92
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: January 10, 2019, 06:47:20 pm »


No idea, how well this is going to work. Just giving it a try.

93
Variants and Fan Cards / Re: Shard of Honor's cards
« on: January 09, 2019, 09:19:46 am »
Shard of Honor...

"Adonalsium. Have you heard the term?"

Always great to meet other Sanderson fans!   8)

94
Variants and Fan Cards / Re: Shard of Honor's cards
« on: January 09, 2019, 06:15:55 am »
It's not like I dislike the idea of a split pile where the bottom half works against the top. In fact I tried something like that once - although I couldn't make it feel good. Yours has some things I like... Maybe make it a "push your luck" thing where a player still gets to play the Dragon?

You are right, getting hit by the attack of the Dragon is too frustrating.
The "Dragon getting killed by Dragonslayer" was the interaction most important to me.

I hope you don't mind, if I adopt your revised idea, as it is.
Looks good, seems balanced to me and by the way also solves the split pile cost issue:

For Dragon / Dragonslayer, it's worth noting that the Empires rulebook states that with split piles, the cheaper card goes on top. Not a big deal for a fan card to switch this around, but you should be aware that it's an exception to the printed rule.

95
Variants and Fan Cards / Re: Shard of Honor's cards
« on: December 30, 2018, 07:53:29 am »
I like the idea of Wood Witch being a Curser that depends on Victory cards. It reminds me of Replace in that respect.
Really? It reminds me of Jester.
Jester depends on your opponent(s) to have the victory cards. I think it's more similar to Replace as it requires yourself to gain victory cards in order to act as a Curser.

I should do some playtesting to get a better feel for the strength.

Also edited Dragonslayer, to be more similar to Diadem regarding the wording.
Or would a version with variable value similar to Bank be better?

And how would you interpret the order of attack and +?
I'm not sure because of the "When you play this" clause.

96
Variants and Fan Cards / Re: Shard of Honor's cards
« on: December 27, 2018, 07:11:46 pm »
You play Dragon; I reveal a Gold and a Philosopher's Stone. What happens?
The Gold gets trashed (it says the most $)
Yeah, any and are ignored.
In case of different cards with the same cost, it's your choice.

97
Variants and Fan Cards / Re: Shard of Honor's cards
« on: December 27, 2018, 12:55:31 pm »
Thank you very much for your feedback!

I'm aware of the empires rule, but am okay to ignore it if the pricing of the cards is fitting.
The order is more important to me to enable the better interaction.

The Dragon now has a Witch like +2 Cards bonus and doesn't eat Copper any more.
That'll like give fewer , but does not help the opponents any more.
The "not more than " clause also adds an interaction with multiple cost reducers.
Maybe I've overshot here with correcting?

I'm with you that the Wood Witch might be okay with 2, as it is only a conditional curser and conditional lab.

The top post is updated with the new versions.

98
Variants and Fan Cards / Shard of Honor's cards
« on: December 27, 2018, 07:59:40 am »
Hello Folks,
I've been reading here and on the German forum for quite some time now and finally want to share my own first creations with you (done with this).
Personally, I own the Base Set, Intrigue, Seaside and Empires but I'm familiar with all the other expansions from the online implementation.
Any feedback is highly appreciated!  :)

Random legacy cards: (click on a card to jump to the bigger version & description below)



Events: (click on a card to jump to the bigger version & description below)





Individual cards:

Town Cat
Ever got frustrated because your opponent got that one nasty expensive attack first and now effectively hinders you from getting it, too?
Copycat - pardon, I mean Town Cat - is the solution.
Okay, sometimes there are no Attacks in the Kingdom. But sometimes you even want a Necropolis at .
(standard kingdom pile)




Vagabond
Just that slim guy at the corner, that might even help your opponent.
My entry for the Weekly Design Contest Challenge #14.
(standard kingdom pile)




Desert Throne
A quite weak and slow throne room variant. But in general, one bad and one good turn is preferrable to two mediocre turns.
My entry for the Weekly Design Contest Challenge #19.
(standard kingdom pile)




Wood Witch
This witch is wandering around restlessly and likely worth some points in the end.
She prefers to be in the green.
(8 or 12 cards pile)




Dynamite / Dwarf
Dynamite is great for blowing up Estates, but not so useful for Coppers.
Dwarf is a sifter that likes digging for dark places and might get you a Gold and a nice card in the end, if you manage to hit him with Dynamite.
Based upon my entry for the Weekly Design Contest Challenge #17.
(split-pile with 5 cards each)




Dragon / Dragonslayer
Everyone knows that dragons like treasures, the more valuable the better. But beware of hidden Dragonslayers.
(split-pile with 5 cards each)




Duelists
Move the tokens of your opponents around while getting some on cool places yourself. Let the duels begin!
(event)
Status: to be revised





Change Log
  • December 27, 2018, 12:55:00 pm: Dragon v0.2: Bonus of +2 Cards and don't trash cards
  • December 27, 2018, 12:55:00 pm: Wood Witch v0.2: Now worth 2 instead of 1
  • December 30, 2018, 06:51:00 am: Dragonslayer v0.3: Added top corner icon for treasures
  • January 09, 2019, 06:16:00 am: Dragon v0.4 & Dragonslayer v0.4: Changed according to Asper's Idea
  • January 15, 2019, 02:18:00 am: Vagabond v0.1: Added after Weekly Design Contest Challenge #14
  • January 30, 2019, 05:50:00 pm: Dragonslayer v0.5: Changed top corner icon to variable indicator
  • February 06, 2019, 03:30:00 pm: Dynamite v0.1 & Dwarf v0.3: Added after Weekly Design Contest Challenge #17
  • February 06, 2019, 03:30:00 pm: Town Cat v0.1 added
  • February 06, 2019, 04:06:00 pm: Town Cat v0.2: Specify, that it is trashed from your hand.
  • February 09, 2019, 10:30:00 am: Duelists v0.3 added
  • February 09, 2019, 11:40:00 am: Duelists v0.4: Reduced cost to and have tokens only placed on piles where there are no other tokens.
  • February 23, 2019, 05:13:00 pm: Desert Throne v0.1: Added after Weekly Design Contest Challenge #19

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