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126


How about a one-shot? Enterprise is a Silver that hangs around in your deck until you trash it for an extra-turn. You can get some economy in the opening and then pop it later when the timing is better, or take the extra turn right away. Regardless, you'll have keep getting more if you want the extra turns to keep coming. Unlike Mission and Journey, you can gain Enterprises with Workshops and the like.

Sidenote: props to DXV on the new errata wording, this makes extra turn cards SO much simpler, jeez where has this been all these years.
Well, you pointed out yourself why this is too good via the comparison with the landscapes.
It is far too easy to consistently play this in an engine with a gainer. You just gotta play two stop cards each turn.

127


My first idea was to only trash a Gold in play but that is obviously just a less flexible Remodel that is only potentially (it is worse during the opening and middle game) better than Remodel in engines that can net you two Provinces per turn.

My main worry is that this is too bad / lacklustre in normal games and too good / automatic in games with Gold gainers.

128


Made this a while ago. About time I brought it out for a WDC.

FAQ: Chameleon can still give you +Coins, but you can't turn +Coins into +Cards. Draw-to-X still works.

I feel like the "no + cards" is a bit too stiffling.

What if it was
"Every card aside from the first card played that turn gives one less +card or +action"?
I disagree. Just because a card (Sleep Walking is the other BM entry) rewards money instead of engine play does not mean that it is bad.

129
The wording is unclear. Do you discard down to 1 and draw 3 or up to 3.
Either way, this is just a buffed Outpost.

130
Dominion General Discussion / Re: Rising Sun
« on: October 14, 2023, 02:28:02 am »
The Romans disagree.

131
Dominion General Discussion / Re: Rising Sun
« on: October 13, 2023, 02:35:08 pm »
Dawn cards have issues like having to be feature a second type lest they are dead when you don’t have them in hand at the start of your turn. Also, they can be simply emulated like with Clerk.

So I guess that the name just reflects the Asian theme and has nothing to do with the mechanics.

132

It's a little wordy and complex for my taste, but I'm pretty happy with it.
The part of the card not involving Collateral tried out a few different bonuses, but I couldn't come up with one that really worked until now. The card really wanted to be a $5 and none of the vanillas really fit.
It'd be fun to see Settlers or Gardens or something as the Collateral; lots of variety there.
Terminal 4 Coins Silver junker with a discard Attack? Does too much and is too strong.

133
I think that this is a $4. Less selection than BM and otherwise just a Workshop/Feast.

134


This is a variation of an old design. The idea is to mess with the normal VP ratios and make Duchies and Estates more important. The setup clause gives it an extra alt+VP notch.

135
I think that this is too flexible, it is like Shy on half or more of all Kingdom cards. Merely Labifying Grain cards should be fine and good enough.

136
Weekly Design Contest / Re: Weekly Design Contest #200: Do What You Love
« on: October 07, 2023, 02:28:13 am »
Artist Village | Action | $3
+$2
When you play a card you have no copies of in play, +1 villager.
Ignore any + Actions you get from cards this turn


I really like the idea, but that it triggers off Treasures seems to make it too easy to get lots of Villagers. On the other hand, if it only triggered off Action cards, it would be useless without a source of +2 Actions, so that would not be a good solution.

Thanks for your feedback! The treasure villagers was intentional. I am thinking that if it’s the only “village” in the game, you need something to kickstart villagers (since the card is itself terminal), allowing coppers to give you villagers turns it your version of the card (trigger on actions only) with a delayed + villager which helps it be a village the third time you play it. The eventual villager flooding is intentional to allow you to play multiple copies of the same action card some turns.

Of course, I’d need to do extensive play testing to determine if this works.

Also this card does boost silver, which is another thing I like (cards that boost silver)
You don’t need playtesting to see that this is cheaper yet far better than Conclave. You just play it before you play your stop cards and get around 2-4 Villagers every turn.

137
The notion that Inherited involves no skill is ridiculous. Precisely because it messes with the opening, it rewards players who can deal with this huge opening change. It is similar to Baker („What, everybody gets a Coffers at the start of the game? What random, swingy nonsense!“) and Cursed Gold in this respect.

It is like playing Fischer random instead of normal chess. While the setup is indeed random, it rewards skill quite heavily.

138
Weekly Design Contest / Re: Weekly Design Contest #200: Do What You Love
« on: October 06, 2023, 02:02:58 am »
I like weird stuff, like cards that play other cards, and cards that don't do the same thing every time you play them. So, a Band of Misfits variant:
(I think I submitted an older version of this card to a previous contest some time ago.)

Quote
Doppleganger
$4 - Action - Command
Turn your Journey token over. If it's face-up, play any Action card in the supply, leaving it there. Otherwise, play the True Form card, leaving it there. If the card you played cost $5 or more, take <1> debt.
-
Add an unused non-Command Action card costing $3 or $4 to the game to be the True Form card.

FAQ: The True Form card is not in the supply.
Another version of this card allowed the True Form card to cost anything $3 and up, so if the True form card cost $5 or more, you'd take debt when the journey token was face down. I never actually tested it with a $5 True card, but it seems like it might be too strong even with the debt if it was a strong $5.
You sure that you want this to be able to play Command cards?

139
Variants and Fan Cards / Re: Dominion: Enlightenment
« on: September 27, 2023, 01:29:41 pm »
Wreath is anything but overpowered. It is slightly weaker than Nobles and would likely we totally OK at $5.

Holy Water is far too smilar to Rope and obviously a $4. Leaven, another similar card, is also a $4.

Barrow and Equestrian are quite cool. At the risk of sounding harsh, they are the only interesting cards amongst the bunch.

I don't get Bonds. The notion that this provides game control is pretty weird. You want a thin deck no matter what.

I don't get Marsh either. Gardens already exists, no reason to create a variant.

Ascetic is super weak. Compare with Villa. Spending Coins for Actions could be a thing but not in this very implementation.

Tacking a VP onto Pouch is too vanilla for my taste.

Except for the reaction, Choir is strictly weaker than Market (and far too smilar).

Man of the Cloth does not work. There exist two official $7 trashers that do something significant at this price point. Why do you put 2VPs on a $4.5 card that you want as early as possible?

Bonds Market, again weird. Lab is stronger than Market so you never ever want this and with Militias it is too automatic. Council Room is at least terminal so that you have to work for the Council Room / Militia combo.

Scoffer, just no. Even with decent trashing the self-junking normally more than over-compensates (you literally need out of hand cantrip trashing, i.e. Sentry, for it not to) for the Lab.

Why Wineskin? I just by one copy. No strategy involved at all.

140
Weekly Design Contest / Re: Weekly Design Contest #199: Composition in Blue
« on: September 25, 2023, 02:04:20 pm »
Looks balanced. Haunted Mill provides a net draw of 4 but given that you need one copy of Sepulcher to deal with the Ruins and that the Ruins is itself dead you only net draw 2 which is the effect of Village+Smithy. Relative to Village+Smithy you get an additional Villager (gotta spent one to play Haunted Mill) plus the extra consistency of Villagers.

141
Variants and Fan Cards / Re: Revised versions of published cards
« on: September 23, 2023, 04:08:51 pm »
Converting non-terminal into terminal draw is a huge change.

142
Shortcut by krush
This likely makes money more viable with the basic non-mirror-anti-engine strategy being: get an early Province while the other dudes are still building up, then trigger Shortcut knowing that they cannot hit $8.
So while this looks simple and straightforward on the surface there is more depth as it leads to a nice meta.
6/10


Crowded Village by NoMoreFun
I most like that this is a $3 and not a $4 Village variant. In a 2P game this is fine, when there is an even split and the players are able to draw their entire deck they can trigger the game end whenever they like.
I dislike that this scales badly and is basically just Village in 3P.
5/10


Circus Maximus by LTaco
I don't get this. You need a lot of turns with several shuffles which is only possible in a draw engine with discarding. Even then, it seems unlikely that the extra shuffles compensate for the non-shuffle turns.
1/10


Eye for an Eye by grep
Man, this is cool on so many levels. Compensates against Cursers, keeps whoever got lucky and got a Curser early in check and last but not least there is the Ambassador-like (there is no to-and-fro thou) minigame. Like with Ambassador it could situationally make sense to buy a Curse just in order to spread it around.
8/10


Federation by Will(ow|iam)
This leads to a horrible endgame slog as you always want to get Provinces, then Estates (more Coin-VP efficient) and then Duchies. In all games. No three piles anymore or whatever, just Provinces-Estates-Duchies in all games. Nah.
0/10


Lost Empire by JW
There is no price so I guess it is supposed to cost $8 like Enclave. Obviously a monster splitter is better in an engine than the Golds from Enclave. But precisely because they are monster splitters the marginal benefit of each extra monster splitter is small, so you have no incentive to empty the pile and there is an anti-synergy with the "counts as two piles" thingy.
4/10


Great Library & Lost Book by Ethan

Except for not scaling well in multiplayer this minigame is really cool.
7/10


Traveller line by fika monster
Little Picker is fine, weakish $2 as starting point.
Collector is easily my favourite here. Vanilla-wise it is a Worker's Village with the Flagship-like can-trigger-later aspect. The type thing is kinda weird though (you know that Travllers above the $2 are exchanged into and not gained, right?)
Marked has been described as overpowered by other posters but you might very well have to trash good stuff which is probably the idea here, to kick start Garbage Lord.
I assume that Machinator works not as written but with the extra play you described. Trash + TR/KC from discard is pretty wild and totally OK for the $5 in a Traveller line
You made a wise decision to give Garbage Lord decent vanillas. The Coin treshold has to be large enough to not make Garbage Lord too centralizing but $30 seems excessive. Unless there is TfB like Remodel (Golds) or Forge/Salvager (Provinces) I don't see how expensive stuff lands in the trash. If Marked makes you trash good stuff, you want to trash Silvers or whatever.
Then again you can set up a megaturn in which you use Marked and Machinator to get expensive stuff into the trash in this very last turn.

I gotta be honest: I am not the hugest fan of this idea and somehow not totally convinced but man, this is incredibly hard to judge and the idea is very creative.
9/10


Check by Augie
Simple and good. I did not expect to see a decent extra turn concept but this is a fine middlegame Event for building up.
7/10

Door to the Land of the Dead by LibraryAdventurer
So this converts 2 buys and 8C+6D into 7VPs. One extra VP relative to Province+Lab with a similar cost. But whereas the latter empties two piles, this does not.
2/10


Reserve Army by Roving Bear
This is too good. The vanillas are fine and e.g. better than Merchant Ship (which says little given how weak Merchant Ship is).
Play-wise we know from Search that it is not that horrible to play one-shot terminal Silvers.
Then this gives you great endgame control and does not work well in multiplayer.
3/10


Prestige by Aquilla
This is brilliant. Majority for VPs is not novel but combined with a mandatory endgame trigger this converts a straightforward majority mechanic into something sublime.
The numbers might need some work though. With 24VPs as a benchmark from an even Province split, Prestige only creates a VP delta of 4. That it likely not enough.
10/10


Golden City by BryGuy
Vanilla-wise it is Fugitive+Village so a $4.5-$5.
The most obvious sin is that this an engine card that self-junks you with yellow.
Then there the pile thingy which is unlikely to even do something (the card won't see 30 plays).
0/10


Valley by AJL828
This feels like it hits a sweet spot concerning how easy/difficult it is to trigger the alt game ending condition.
I also like the engine synergy. You want to play an engine more with more green in the Kingdom and the engine makes it more likely that you draw 5 different Green.
9/10


Disjointed City by SignError
This is such a great City variant but it is marred by the endgame slog. So with some slight rework this could become a fantastic card.
5/10


Runner-Up: The funky Traveller line by fika monster which wants to kill the expensive stuff, Aquila's Prestige concept with some possible implementations that makes you want to invent a zillion cards with this mechanic and AJL8282's Valley that is much more than vanilla 4VP for $6 green.

Winner: Prestige by Aquila

143
Guess I am gonna judge im about 10h or so. If you still have ideas, feel free to post them. I will refresh the browser before I post the judgement, so last minutes ideas are fine.

144
Variants and Fan Cards / Re: Kru5h's card ideas
« on: September 17, 2023, 02:20:43 am »
This is strictly better than Witch.

145
Variants and Fan Cards / Re: Kru5h's card ideas
« on: September 16, 2023, 02:15:51 pm »
It is mandatory and not optional.

146
If anything goes, will a mechanic be allowed?

Quote
Prestige mat
(Picture is a track from 0-15 that a coin token moves along. +1 Prestige is moving the token along once.)
When any player gets 15 Prestige, the game ends at the end of the turn. When scoring, if you have the most Prestige or tied, +1VP per 3VP you have; or second most or tied, +1VP per 5VP you have (round down).
Prestige multiplies the total VP you have, so ideally you get a bit of both to do well. Players compete to get the most Prestige, but to avoid the endless game scenario the end condition has to be there. Sometimes a fast Prestige race might win, other times the classic Province pile-out might. The kingdom will determine...

...and I guess I need to put some sample cards together:
Quote
Painter - Action, $4 cost.
+ $1
+1 Prestige

You may trash this for +1 Prestige.
Quote
Concert - Event, $4 cost.
Take the Baton.
Baton - Artifact
At the start of Clean-up, +1 Prestige.
Quote
Engraver - Action, $3 cost.
Choose one: trash a card from your hand; or +1 Prestige per differently named card you've trashed this turn.
Cards could get more creative than this. If just one card should be selected for judging, rather than the mechanic, I will choose Painter.
Yes, this is totally fine.

147
You might wanna clarify the timing windows of the reveal trigger.

148
Design something* that either provides a new endgame trigger besides or instead of the normal two (3 piles, Provinces) or a new winning condition besides or instead of Victory points.

* - No restriction, so card, landscape, split pile, Traveller line, anything goes.

149
Looks a bit too strong compared to Expedition.

150
Should be simple enough via a token, e.g. a Project cube.

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